Hi there,
Im starting with Unreal for a while and I created an fictional visualization for myself to see what is possible on an Android 7 OculusGo Device. Due to the fact, that on Android static objects have only low quality specularity and reflection I prebaked the lighting in Cinema 4D and multiplied them in the diffuse channel. So i was able to set the object to movable and work with a better quality Specular Map. It seems on Android there is no Dynamic Occlusion Culling and Precomputed visibility only works on static objects under Android.
So Questions are:
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Does Unreal under Android cull movable objects behind the camera?
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If not, makes it sense to find a porgramming solution to set these objects behind the camera to visibility=false?
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Is there a way to generate higher quality Specs and reflection on static objects with prebaked lighting under Android?
At the moment the sece is not optimized and runs with ca. 30fps ( in the shown view)
For help or further tipps I am always thankfull.
Thanx for reading and hopefully answering.
Greetings from Germany,
Ronald