Help with optimizing materials in Unreal Engine 5 for Mobile Projects!

”Hi everyone,

I’m currently working on a mobile project using Unreal Engine 5 (2025 version), and I’ve run into some performance issues with materials and shaders. I want to optimize my project so it runs smoothly on Android devices.

I have tried:

  • Reducing texture sizes

  • Using simple materials

  • Baking some effects into textures

But I’m still seeing significant FPS drops on mid-range devices.

I’d love to hear your advice on:

  • Best practices for mobile material optimization in UE5

  • Recommended settings for lightmaps and shadows for Android

  • Any plugins or tools that can help improve performance

Thank you so much for your help! I’m eager to learn from the community’s experience.”

Mr.Dev!

Hello there @Annxuuttityya!

From UE’s documentation, the best approach to handle material performance is to use the options available between the Material Quality Level system:

Mobile Material Quality Settings

When building content for a UE project that will run on both low and high-end mobile devices, you will often run into issues where a feature or your artwork is working on one set of devices but not another. While there are a lot of ways to address issues like this, many of these are both time and resource intensive which can be error prone at times. To address these types of issues UE has the Material Quality Level system. This system enables you to build one single Material that can then be used on a wide range of devices, giving you full control over which devices use which features.

You can find the full details for this process, and other optimization methods, here:

I would also suggest Unreal Insights to measure your project’s perfomance, via tracking memory use, checking for garbage collection events, increasing cleanup frequency, and reviewing object lifespans in your scene: