Missing Light Reflections in Android Build - Need Assistance!

Hello Unreal Community,

I’m currently working on a game project where I’ve incorporated light reflections from various light sources, both emissive and standard light sources. While everything looks as intended in the Unreal Editor on PC, the reflections seem to vanish when I build the game for Android.

Here’s a summary of my setup and what I’ve tried:

  1. Environment: All light reflections appear as expected in the Unreal Editor.
  2. Light Sources: Using both emissive and standard light sources.
  3. Platform: Targeting Android devices.
  4. Issue: Reflections are missing entirely in the Android build.
  5. Attempts to Resolve: I’ve scoured the internet and tried various suggestions but haven’t found a solution that works.

I would greatly appreciate any guidance or suggestions from those who might have encountered similar issues or have insights on how to resolve this.

Thank you in advance for your help!

Here is what it looks like in the editor:

And this is what it looks like in my android phone:

I don’t necessarily want to look as good as it looks in editor. I’m fine with minimum amount of reflection. But when I transfer it to android all the reflections are completely off

as much as i can tell mobile doesn’t support screenspace reflections natively. usually you place reflection probes where you need them. for floor planes and water surfaces you can use planar reflections that enforce screenspace reflections. i haven’t gotten them to work yet, tho. can’t tell if they are any good.

bit of trial and error later. opaque surfaces obviously work with planar/screenspace. for water you gotta decide if you want foggy singlelayer water puddles with probes or use the dither cheat mode for full blown reflections and “translucency”. lots of ambient color balancing required.

Thank you so much for your response glitchered.

I guess I am a bit confused about the whole reflection thing!
I am not looking for this kind of mirror looking reflection. What I am looking for is just light reflection on a specular surface. Kind of a metallic surface which the light bounces off of.

Should I achieve this effect through the reflection probes you mentioned? Or is there another way for it?
So far I have been tweaking the specular parameters of the materials to achieve this but with no luck…

Sorry If my questions sound primitive. I’m new to Unreal Engine.
Thank you again for your time.

on mobile emissive meshes and textures don’t generate light that can reflect. only real lamps create a specular response.

so… reflection captures are the way to get this particular scene setup to work.

for the diffuse component: the street lamps in your scene can have spotights. the blue shiny buiilding could use one too to approximate a bigger portion of it’s lit surface.

be aware in the mobile renderer you have a limited amount of 4 lamps and a sun. the deferred mobile renderer should have a higher limit, tho. unsure atm. (i never tested if it runs deferred on my tablet.)