Hello,
I have been working on a mobile game for Android using UE5, I’m currently on Version 5.3, I have noticed that after packaging my game and testing it out on my physical device (S23 Ultra). I have a huge performance drop after locking, then unlocking my phone. When first starting and playing through the game, I sit at 60 fps consistantly, but after locking and unlocking, the fps drops to 30 and does not go back up, this occurs in all areas of the game, including the main menu. Only quiting and restarting the game will it go back to 60 fps. I tested this on a seperate project and I see the same exact issue. Any ideas would be greatly appriciated, thanks!
EDIT: After further testing with multiple devices, it seems that the issue is only occuring on Android 14 devices, I tested on Android 13 and 11, and neither experience this fps drop. So now I’m unsure if this is still an Unreal Engine issue or and Android 14 issue.
Any update on this? I’m seeing the same behavior. The framerate drops by half after suspend / resume. I’m just using a test project with an empty map and a character.
thanks for this info, i needed to know too, im trying to understand whats going on too.
i tried entering the unreal 5.3 engine code and re assembling the architectural code, which is the building blocks of the engine but was stopped by gemini since the ai didnt approve of my far reaching knowledge changing the vasteness of the unreal engine. totally real story
also the staff dont even reply wether we can fix this or not, this is a major issue.
you can supress the issue by changing fom lumen to on screen light and using opengl rather then vulkan, etc, optimise the app to avoid a big drop, either way, its pretty wierd
I was able to find a fix for my issue. I had to do with enabling Vulkan support. Once I disabled “Support Vulkan” from the Android build settings, was able to suspend / resume without issue.
I fixed it with this solution (not proud of it but it works) and i can keep vulkan