Hey Elecorn,
I do have a few settings you can use to make your project run as fast as possible on Android. Please keep in mind that these settings will take you to a lot of different areas of the engine, but I will try and group as many of them together as I can.
**
Existing Doc’s**
Make sure you check out the following doc’s as they have a lot of great information related to performance on mobile devices.
https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/TipsAndTricks/index.html
New Project Settings
When you create a new project make sure to use the Mobile and Scaleable 2D / 3D settings to make sure that all advanced graphics options have been disabled.
**
Disable Post Process Settings**
To make sure that no Post Processes options are accidently enabled you should add a Post Process volume to your level and then in each of the sections, that makes sense to disable, enable the first parameter in the section and set it’s value to 0 which will disable it. I have copyed the PP Volume from one of my example levels which you can copy and then paste into your UE4 scene to get the same results.
Begin Map
Begin Level
Begin Actor Class=PostProcessVolume Name=PostProcessVolume_1 Archetype=PostProcessVolume'/Script/Engine.Default__PostProcessVolume'
Begin Object Class=BrushComponent Name="BrushComponent0" Archetype=BrushComponent'Default__PostProcessVolume:BrushComponent0'
Begin Object Class=BodySetup Name="BodySetup_1"
End Object
End Object
Begin Object Class=CubeBuilder Name="CubeBuilder_3"
End Object
Begin Brush Name=Model_2
End Brush
Begin Object Name="BrushComponent0"
Begin Object Name="BodySetup_1"
AggGeom=(ConvexElems=((VertexData=((X=-100.000000,Y=100.000000,Z=-100.000000),(X=-100.000000,Y=100.000000,Z=100.000000),(X=-100.000000,Y=-100.000000,Z=100.000000),(X=-100.000000,Y=-100.000000,Z=-100.000000),(X=100.000000,Y=100.000000,Z=-100.000000),(X=100.000000,Y=100.000000,Z=100.000000),(X=100.000000,Y=-100.000000,Z=-100.000000),(X=100.000000,Y=-100.000000,Z=100.000000)),ElemBox=(Min=(X=-100.000000,Y=-100.000000,Z=-100.000000),Max=(X=100.000000,Y=100.000000,Z=100.000000),IsValid=1))))
bGenerateMirroredCollision=False
CollisionTraceFlag=CTF_UseSimpleAsComplex
End Object
Brush=Model'Model_2'
BrushBodySetup=BodySetup'BodySetup_1'
End Object
Begin Object Name="CubeBuilder_3"
End Object
Settings=(bOverride_AmbientCubemapIntensity=True,bOverride_AutoExposureMinBrightness=True,bOverride_AutoExposureMaxBrightness=True,bOverride_LensFlareIntensity=True,bOverride_AmbientOcclusionIntensity=True,bOverride_MotionBlurAmount=True,bOverride_ScreenSpaceReflectionIntensity=True,bOverride_ScreenSpaceReflectionQuality=True,AmbientCubemapIntensity=0.000000,AutoExposureMinBrightness=1.000000,AutoExposureMaxBrightness=1.000000,LensFlareIntensity=0.000000,AmbientOcclusionIntensity=0.000000,MotionBlurAmount=0.000000,ScreenSpaceReflectionIntensity=0.000000,ScreenSpaceReflectionQuality=0.000000)
BrushType=Brush_Add
Begin Brush Name=Model_2
Begin PolyList
Begin Polygon
Origin -00100.000000,-00100.000000,-00100.000000
Normal -00001.000000,+00000.000000,+00000.000000
TextureU +00000.000000,+00001.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex -00100.000000,-00100.000000,-00100.000000
Vertex -00100.000000,-00100.000000,+00100.000000
Vertex -00100.000000,+00100.000000,+00100.000000
Vertex -00100.000000,+00100.000000,-00100.000000
End Polygon
Begin Polygon
Origin -00100.000000,+00100.000000,-00100.000000
Normal +00000.000000,+00001.000000,+00000.000000
TextureU +00001.000000,-00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex -00100.000000,+00100.000000,-00100.000000
Vertex -00100.000000,+00100.000000,+00100.000000
Vertex +00100.000000,+00100.000000,+00100.000000
Vertex +00100.000000,+00100.000000,-00100.000000
End Polygon
Begin Polygon
Origin +00100.000000,+00100.000000,-00100.000000
Normal +00001.000000,+00000.000000,+00000.000000
TextureU +00000.000000,-00001.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00100.000000,+00100.000000,-00100.000000
Vertex +00100.000000,+00100.000000,+00100.000000
Vertex +00100.000000,-00100.000000,+00100.000000
Vertex +00100.000000,-00100.000000,-00100.000000
End Polygon
Begin Polygon
Origin +00100.000000,-00100.000000,-00100.000000
Normal +00000.000000,-00001.000000,+00000.000000
TextureU -00001.000000,-00000.000000,-00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex +00100.000000,-00100.000000,-00100.000000
Vertex +00100.000000,-00100.000000,+00100.000000
Vertex -00100.000000,-00100.000000,+00100.000000
Vertex -00100.000000,-00100.000000,-00100.000000
End Polygon
Begin Polygon
Origin -00100.000000,+00100.000000,+00100.000000
Normal +00000.000000,+00000.000000,+00001.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,+00001.000000,+00000.000000
Vertex -00100.000000,+00100.000000,+00100.000000
Vertex -00100.000000,-00100.000000,+00100.000000
Vertex +00100.000000,-00100.000000,+00100.000000
Vertex +00100.000000,+00100.000000,+00100.000000
End Polygon
Begin Polygon
Origin -00100.000000,-00100.000000,-00100.000000
Normal +00000.000000,+00000.000000,-00001.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,-00001.000000,+00000.000000
Vertex -00100.000000,-00100.000000,-00100.000000
Vertex -00100.000000,+00100.000000,-00100.000000
Vertex +00100.000000,+00100.000000,-00100.000000
Vertex +00100.000000,-00100.000000,-00100.000000
End Polygon
End PolyList
End Brush
Brush=Model'Model_2'
BrushComponent=BrushComponent0
BrushBuilder=CubeBuilder'CubeBuilder_3'
bHidden=False
RootComponent=BrushComponent0
ActorLabel="PostProcessVolume"
End Actor
End Level
Begin Surface
End Surface
End Map
**
Material Options**
If you select the Main Material node in the Material Editor and then go to the details pannel there are a number of things you can disable to make the Materials faster to render. Keep in mind that some of the settings will disable your Materials ability to use certian input which will effect how your Material looks.
- Shading Model: Unlit
- Fully Rough: True
- Use Lightmap Directionality: False
Lighting / Shadowing
To make sure that your lighting is as cheap as possible make sure all your light’s are set to Static and not Stationary or Dynamic. I would also make sure to disable any dynamic shadow casting on objects to ensure that they will not cast dynamic shadows.
If you try all of the following and are still haveing performance issuses please post back with the kinds of issues you are having and I will see what else I can do to help you get your project running at the proper frame rate and if you have any other questions please let me know.
Cheers-
Sam Deiter