I am currently working on a 2-4 player game being built in Unreal Engine 4. My UE4 is built from source, and I added the PlayFab plugin to the project. One thing I did was remove the version info from the .uplugin so it stopped throwing the popup warning about it being built for a different UE4 version, but it does still seem to work.
My first main question is if there is a way to update a server without totally re-uploading the assets. Currently, the way I made my server run on Multiplayer 2.0 was by moving all the assets including the binary and a few dlls into a zip file, uploading them all together, and then giving the path to the .exe. But what if I make a few changes locally and want to quickly update just the server binary file? Or maybe I want to update just a single asset. Do I have to repackage the entire zip file and upload it, or is there a faster and more efficient way to do this?
Unrelated, it does not seem like the GSDK is integrated with the UE4 plugin, so I'm currently adding that manually to the project via the C++ version of it. Is that the correct move?
Another thing is that I intend for the game to be cross-platform. Will the UE4 plugin work on all platforms? It seems to suggest it will work with at least PC, XB1, PS4, and Switch which are the target platforms for my project, but I wanted to be sure.
The last thing I was wondering, since it seems as though the UE4 plugin is less supported that most other versions of the PlayFab SDK, is if I should just remove the Plugin? I could instead just integrate the C++ version of the SDK which appears to have a bit more support and documentation.
I just wanted to make sure I am heading in the right direction with this stuff.