Re-complie the engine , need the experts help.

Hello guys. For around 6 months im building my game in blueprints for mobile. Mid core Idle defense game. The game works great so far, and the fundamentals have been properly nailed. But before i move forward i want to stop at this current condition and convert it (copy everything by re-coding ) into a new C++ project. ( i used C# for 5 years, so im not worried about learning the C++ API)

I want to start coding everything to C++ on a lighter version of unreal engine that i will re compile. The game is 3d but with unlit shaders with shadowing information baked into the RGB and / or vertex

I would like the recompiled version to not include at all:

  • Luman

  • Nanite

  • Virtual texture

  • The new character animation system that uses a bank of pre made animation to decide how to animate the character

  • Anything else that you can advise me to remove from the engine that will not cause issues later on but will make the editor lighter and the build times faster ( i can provide more information about future plans of the game to help you give me better advise)

I do want to keep terrain, modular rig and the modeling tools like baking and stuff. can be helpful later on.

I use macbook pro m3 max and i need this re compiled version to be able to port the game to both IOS and android same as the regular vanila version.

I prefer to not install windows if i dont really have to. I prefer to put more effort in doing this thru the mac os and learn the process like that.

Thanks !

is there an official unreal engine support for such cases?

Sorry for multiple bumps but i cant find any solid knowledge about this process online beyond some youtube tutorials and the basics in documentations

i really struggle to understand your question.

i can’t tell if you need to make your game faster/lighter for mobile. with whatever ue provides. or if you want to modify the source engine.

with only 6 months of exp and no c++ support, and for your project, i would seriously advise not to modify the engine, so i will assume the prior.

what do you mean by support? if you want your project to not use lumen or nanite, just disable them in the project settings. also disable all plugins you don’t want to use. that’s the official support out of the box. that will give you the best performance.

some people falsely believe that ue5 is slower because of the new features (and are loud about it), don’t let that create issues. i’ve found ue5 to be faster than ue4, just disable what you don’t need.

check this video, it might help you https://youtu.be/ErKm6Id0Slo

if you need “support” as in assistance: check udn, or any epic partner. they exists to do that. https://www.unrealengine.com/en-US/support

you can also go to the discord , though imho i prefer the forum.

maybe it’s the way you phrase it.

optimization (on unreal or any other thing) it’s directly dependent on the specifics of your project. so you won’t find one resource that states everything.

so any answer that is intended to be the only “right” answer or a checklist to do, are either non-existent or wrong.

check the video i’ve posted.

baked lights are not a silver bullet. they are not the best solution depending on the project. but assuming your project doesn’t change the day time, and it’s small rooms. then it might be ok.

lumen doesn’t even run on mobile yet (at least prior to 5.6) not sure if nanite does.

disable things you don’t use. and choose the things that give you the best cost/benefit tradeoff.

here are some vids on optimizing ue https://www.youtube.com/watch?v=fHNmRkzxHWs&list=PLxhgIN2qNZy3QNP4qENDpQdUrsuGo8rK2