Over those two weeks we had to solve numerous problems. Building the Native AOT DLL on each platform. Loading it from the Unreal game client. Invoking exported DLL functions from C++. And so forth. There were several challenges and headaches along the way, but at the end of the two weeks we were able to successfully load the player’s inventory on the Unreal game client through a Native AOT DLL call on Windows, Xbox, and PS5. With this foundational proof of concept in place, we got the go ahead to begin work on a generalized solution to support all of the backend that would be required in the offline game. My initial dread from when I first heard the news about our offline pivot was gone, replaced with excitement and confidence in a novel path forward.
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这也意味着,平台之间的分化将不可避免。具备规模、技术与资本优势的头部平台,或许有空间完成这次转型;而依赖单一抽佣模式、缺乏能力积累的平台,则可能在这一过程中被淘汰。