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How does Unreal deal with UI textures and multiple resolutions (retina)?

I’ve got some experience developing for desktop in Unreal, and now I’m looking at mobile development.

I’m trying to learn how UE4 deals with multiple resolutions for UI textures. In other frameworks like Cocos2d, the developer can provide textures at multiple resolutions, and the correct one is built and loaded for the correct platform. To reduce memory footprint and distributable size.

Does UE4 have anything like this? What’s the best practice?