Are there any tutorials on how to setup mobile friendly material with diffuse/normal/spec/gloss and emission maps (and I’d like to animate RGB on emission map to make glowing elements pulse/etc.) so that this material can be used for baking directional lightmaps and have minimum amount of drawcalls?
For example Unity 5 has mobile materials that are super fast on mobile devices. These are diffuse only, diff+norm, diffuse+norm+spec (although there is no emission maps for mobile in Unity 5). So I am looking for something like that for UE4.
Here’s a great tutorial on mobile materials.
The good news is: If you only use the bits you suggest, it Just Works, allegedly.
(Also pay attention to the “custom UVs” section – if you want to do anything to UV coordinates, you should do it in the vertex shader, following those instruction)