I’ve traced a different problem we are having back to similar code. We were running into masked materials not compiling correctly so falling back to the default material. So I tried enabling OpenGL ES 3.1 in the editor. That appeared to clear up the errors during cooking. However, it crashed when I went to run it because it was saying the shaders were not cooked for the ES2 target. I thought this was strange because I told it to cook both code and data for ES31 and it successfully built ES31. Looking back through the logs, it looks like it failed to find the extensions so it fell back to ES2 which is I believe why it’s failing to load the shaders. Looking through the code at how it could fall back to ES2, I ran across very familiar code in OpenGLES31.cpp in the SupportsAdvancedFeatures function, where it looks to see if the OpenGL version string contains the text “OpenGL ES 3.”. That is the exact same problem we are having with the ETC2 textures not being supported. The version of the OpenGL libraries we have in our project does not support OpenGL 3.0+ but the stock Unreal project does. I was expecting that to be brought in with the AndroidWorks1R1 setup, but now I’m wondering if that is maybe built into unreal and perhaps we just don’t have the right version of the OpenGL files or something? Any idea what we should be looking at to figure this out?