Is Android development production ready yet?

As far as I remember the 4.8 is going to take care of this, there where some clues on the and answerhub about it. All we can do is wait for some official announcemnts about the 4.8 to see if it’s true.

Or we could just ask: Is it true and when can we expect some more info? :slight_smile:

I am finishing a very simple mobile game at the moment (https://.unrealengine.com/showthread.php?64301-Penguin-In-Panic!!!-Android) and the build size, for this kind of project is one of my main concerns at this stage.

all i heard about 4.8 was they would fix the .obb issuue, which is good but not really addressing the main problems with android, package size, performance, compatibility ect

So the splash screen only supports movies? Not a static load image for instance? I’m forced to make a movie?

I have a static image splash screen working but it didn’t make it into the 4.9 branch. It will definitely make it into 4.10, but will be available on GitHub master branch before then. I’ll update this when it is ready (needs some UI cleanup and testing).

No it’s not, try adding a project with 100+ achievements and let me know if you can get it to work it’s lacking android support on all fronts compared to other engines.

  • Full screen KitKat should be a option you can turn on or off on the fly not a set build option.
  • Your project size will be filled with garbage and engine assets even when you don’t use them at all increasing your package size with file that aren’t used at all
  • Lot’s of frame rate issues (they will tell you it’s an error on your side / project) fact is you can’t pre-load/cache any files/object/textures what ever yourself (except for the never stream option)
  • Audio sucks big time and will cause a lot of issues (stop’s playing randomly / or won’t play at all)

I’m sure a epic staff member will tell me to log more issues on the answers hub but the truth is I’m tired of the lack of response or even bug fixing on epic’s side. They rather put more useless features (like this VR **** that is actually never going to make it big time and is the next big bubble in the gaming industrie) and over bloat the engine with more ****** features instead of getting the old bugs fixed and the engine optimized

This is also the main reason they will never release their board to the public as the list of bugs is more massive than all engine release notes combined.

SHORT ANSWER:
No it’s no where near ready, and their frontpage should take a way the ready for mobile part as it’s totally not ready.

I haven’t been keeping up with the mobile side of Unreal, but from reading this post here, it feels like they are still trailing behind to other game engines.
Why can we make this engine versatile enough to allow the creation of a simple 2d game without the added garbage files not needed. Lets make it an automatic process so that is one less thing we have to fight or work around.
I see engines like Construct 2, Gamesalad and Clickteam Fusion 2.5 that don’t inherent any of these problems from the engine. They are lightweight simple game engines with limited personal. I think most use the box2d physics.
All I’m saying here is if Unreal which I think is an engineering marble game engine has the power to create AAA games, then why is it having any trouble trimming or making simple games. It should be easy right?

We have in our arsenal one of the most powerful game engine ever conceive by man, I think is time to make the engine fly like a butterfly and sting like a bee.