I was wondering how this concept works with Unreal Engine 4. As all the information I could find doesn’t seem to apply to building APK’s in Google Play.
I want the ETC1 version to work in general.
However some Snapdragon devices have issues with that version, the ATC version works perfect on those devices.
So I need the Snapdragon devices to automatically download the ATC version.
theres docs on how to specify which version is used, the apps i have on google play use all when packaging this seems to allow for the greatest compatibility
The weird thing is, is when I do what they say. Add the line of code for textures in the androidmanifest.xml:
<supports-gl-texture android:name=“GL_OES_compressed_ETC1_RGB8_texture” />
I tried to change my manifest for multiple APK a couple weeks ago, and i was getting error in packaging. I think the UE Editor has a bug and don’t add the line on manifest in the right place.
I was fooling around again. Packaging it as “All” worked now and pretty much solved most of the compatibility issues. The game doesn’t work on every phone and tablet (especially older ones), but it works on most. So I’m satisfied for now
Also using 4.11 seems to increase compatibility if you are not already, i released one game back in preview 3 of 4.11 and it seems to scale well across various devices compared to earlier engine versions, hopefully when 4.11 is released performance/compatability will be even better