I am working on a GearVR game and developing it with a Samsung Galaxy S8+
I am desperatly trying to build an APK using OpenGL ES 3.1 (and not OpenGL ES 2.0)
I have followed the instructions on this page: https://docs.unrealengine.com/latest/INT/Platforms/Android/OpenGLES31MobileRenderer/
:
1/ this page does not explain how to actually build an APK but just to launch the game on the device while it is connected to the computer.
2/ when trying to launch the game on the device:
a/ the console indicates that an OpenGL ES 2.0 version is built and not an OpenGL ES 3.1 version
b/ the game doesn’t play (just a black screen)
c/ the building process takes forever
d/ the ETC2 compression is used instead of the ASTC compression
So here are my questions:
1/ Why doesn’t Epic release a version of the Engine which natively builds APK for OpenGL ES 3.1 instead of letting us manually compile the engine?
2/ What would be the process to actually launch the game on the device and have it work ?
3/ What would be the process to make sure that the build is actually an ES 3.1 version (and not ES 2.0)?
4/ What would be the process to build an actual ES 3.1 APK instead of just launching on the device?
5/ What would be the process to make sure that the ASTC compression is used instead of ETC2?
Thanks a lot