Total noob here. Thank you so much devs for making Unreal basically free, I love it! I’ve been using basic blue prints and following tutorial and documentation, but there some areas I am having trouble understanding.
My device (Samsung Note 3) apparently uses ATC compression.
Does this format support reflections? When I play my sample on the phone, I get no reflections. Displacement/bump mapping works fine, but any amount of metallic is removed. This isn’t a huge issue because emission/glowing works and my texture will be simple, but having a pool of water here and there reflecting the sky would be nice.
What exactly does Android (ALL) do? Does it create all possible version of the texture files then selects the appropriate ones at run-time based on the device? What texture compression do you guys as professional use when deploying Android to the play store or for mass distribution?
I can “play” the sample to the device fine, but I have no idea how to manual install the “apk” and “obb” file to my phone. The key is that I work remotely often and will not always have my phone physically attached to the machine when I am developing. I will need to build then download these files to the phone, but I am not sure how to get them to work.