6 Manifest Modification using Unreal Engine

Modifying Android Manifest in Unreal requires different implementation from Unity. The following instructions shows how to configure Unreal application as Kiosk Mode app. Please also find demo project here: https://drive.google.com/open?id=1A8OP36bFgY4oNWV_S4sFJLxj9Op9LcEr

  • Step3: Use xml file to add activity to AndroidManifest

    GameActivity of Unreal app needs to be updated with a separate xml file.

    Download AddActivity.xml file from this link: https://drive.google.com/open?id=1Mv_q1CiamJRyfs43hmXrKrd5EZAtCJ99

    And then copy this file to [ProjectPath]/Source/[ProjectName]/.

    (e.g. If project name is “Kiosk_mode_Demo” under C: disk, the path should be


  • Step4: Modify function of build script

    Under path [ProjectPath]/Source/[ProjectName]/ , find build script “[ProjectName].build.cs”. Then add following lines to the end of function “public [ProjectName](ReadOnlyTargetRules Target) : base(Target) “:

if (Target.Platform == UnrealTargetPlatform.Android)
        PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });
        AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", ModuleDirectory + "/AddActivity.xml"));
  • Step5: Install New Launcher

    After built the application, install and press Home button, the new launcher would be started.


After Kiosk Mode installation, controller will not be able to connect back to headset automatically when reboot.

To easily utilize controller, please check this link: http://static.appstore.picovr.com/docs/ControllerBinding/index.html and install the 3Dof controller binding app on device. This app will pair a specified controller with headset, and connect back to headset on reboot automatically.