Future of UE4 on Android?

Hi,

I have no doughs that Epic will overcome all these technicalities for mobile and surpass other engines in this field, just as they have done for the high end market. Is not going to
be something you see overnight, but rest assure this is one of the direction or road maps ahead.

I started learning Unity around Mid March of this year around the time Epic when public with UE4. Was very exited and shortly after a signed up to a subscription. Since then I’ve been waiting around while learning the engine, blueprints primarily.

The following suggestion would greatly improve workflow and make building for mobile easier.

Introduce mobile templates with a trim down version of the engine or make certain features disable during the development process. With an option to publish to pc/consoles if you want to pursuit this route.

Their are many advantages of having a calibrated or fine tune mobile template.
These are:

  1. Reduce byte size or footprint file size.
  2. No more guessing what is allow or not for mobile features during build.
  3. If something is not working is easier for Epic staff or forum members to pinpoint or troubleshoot (since we all start from the same template).

Also make it more simple with out having to worry about device complatability. For example you’re using HDR in your game a simple script in the editor would detect which device the customer is using and disable HDR, etc.

Is harder to make something simpler, but at the end we all want to work smarter not harder.

Cheers.