Android optimisations?

Hi Gugoracdes and Sean,

Thanks for the reply! Its been a while since ive played around with android bits (new pc build + practicing with U4 in general since then). But, from what i remember I’d even reduced the scene to 3 (untextured) BSPs and one or two simple lights and was still experiencing the fps-issues, i did however manage to kill the lag (i think) by disabling the lights and making it all run in a weird unlit mode.

Perhaps, when Epic optimises U4 for mobile they can look into how light reacts with BSPs?
Either way, i mothballed my android project, ill reopen it tomorrow and replace the BSPs with static mesh cubes (with simple collision) and see what the performance is like when i test it on the devices and ill post back whether swapping out all bsps in the scene helped significantly.