My Game work well in Windows and can achieve 60fps.
However, when I package for Android, I found the UMG take very long time to draw.
Please see the screenshot above.
You can see the draw takes 38.55ms and hence I get less than 30 fps in Android, which I think is not acceptable.
Sorry for late reply and thank you of both replies.
I am quite sure it is due to umg, because when I enter the main game (umg for main menu), the fps increased.
I have around 20 widgets in the same UMG BP, but most of them are hidden at first. Some of them will be shown if some buttons were clicked.
I have 1 binding variable in the umg
I don’t use any invalidation box.
When I click a button in main menu, a window will appear and I use 1 image have transparency that cover the whole screen, which act as a background that separate a opened window with main menu.
But I notice that when I open the window, which have a transparency image cover whole screen, the fps decreased significantly.
So I think the cost of transparency image is very high
Hello,
I have tried the Unreal Match 3 example, and see that if I click settings button to show the menu scroll, the fps is also decrease with 10.
I noticed that the menu scroll have a background.
PS. I am using UE4.16, and my phone is Samsung Galaxy J5 (2016), CPU: Quad-core 1.2 GHz Cortex-A53, GPU: Adreno 306