Unreal 5.5 - 5.6 has no android Global Illumination.

Unreal 5.5’s Global Illumination for android is broken. I tested with several set up and android GL is just not there. (Lumen, non-lumen, gpu lightmass, they all just deosn’t work, at least for non-vulcan.)

I know how to set them up pretty well and they used to work fine in previous version.

Hello Epic?

Wait okay, I build a new project to tested it and GL do work for default empty maps.

So it must be project related. Gonna investigate more on this.

ps. I found it: you need to open the map twice for GI light to works. Can’t exactly tell players to do that can we?

Updated to 5.6 and this bug is still there.

Its when you use OpenGL, the first time you open the map on mobile, The Global Illumination Light will be missing.

Vulkan also cause random crashes on mobile in 5.6. SO I guesss Epic just doesn’t like mobile very much. :stuck_out_tongue:

Grrr im loosing my mind with 5.6

OpenGL doesn’t work, Vulkan doesn’t work.

I even shutdown the whole texture steaming, it didn’t work. It’s the binding for the first time the map loaded that went haywire.

I couldn’t believe how Epic let this version out and said it had a better support for Mobile. Most of the time, all you need in mobile, is for shader to works correctly, not some fancy lighting system.

Now we just can’t publish the game in either way. Can’t go back to 5.5 b/c of forced google update too.

Irony is unreal.