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.
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.
It’s super wierd, even forcing everything in light system (PrecomputedLightVolume, PrecomputedVolumetricLightmap, VolumetricLightmapGridManager, EffectiveMapBuildData ) to init resources again after everything is loaded, it’s GI is still missing.
Why bother?
If you want to run stuff on android you need a branch of the engine that actually works. Why don’t you try the Nvidia branches as a starting point?
If not, a sweetspot is probably ue4.23/24.
Or you could use a different engine altogether and also release for IOS without much truble? (Well thats a lie, the apple process alone is enough trouble to never even consider releasing stuff in the apple app ecosystem).
Well, we also release our game on PC/Mac, but that’s not really the point. Unreal 5.5 was also a huge upgrade across platforms, so it’s not worth going back beyond this point, even if you only targer android.
Honestly, I find it hard to believe that no one else is having trouble with OpenGL since it’s the major fallback RHI for android. You just can’t publish android game without its support. (And all branch from 5.5 will be broken due to the same issues.)
SO how come I’m the only one trying to fix this mess?
(Epic even should already release patch fix since 5.5, which kinda tells me that no one uses else is using this for mobile developments.)
This is likely your fault - but not really. Hear me out.
Anyone working on a project for release should know better than to trust epic to begin with - this is where your fault really is.
Then, there is the fact that epic releases things that aren’t market ready while making everyone think they are ready to go. They do it so often and so well that its only normal that people who aren’t experienced fall for it.
What’s worse is that they don’t really warn you when you update a project between engine versions either - Epic Assumes you know.
And really, everyone should know - but it isn’t a given…
As to why you are the only one trying to fix this mess, I doubt you are alone on it (because its been a long while).
However, most people who are near ready to publish are likely properly set up in a source version of the engine which they previouly tested for viability.
And when the chose it, it was a viable release and not a “preview”, so in the 7 or so months after the updates it got (in the repo, not on the launcher) would have only made the baseline better…
If i were you, I’d move to whatver git version can be found where things work after testing.
It’s a lot of work, no doubt - but its likely less work than fixing the engine? Especially if you have no idea how or what you need to do…
My guess on that is that the render pipeline is compromised by newer stuff that requires DX12.
You could try to push the game in forward rendering and see if at least that ends up compiling/looking half decent…
Already found the bug after combing through lots of classes. It’s the matter of how to fix it now.
edit Yup I fixed it.
It involved fixing Unreal Engine though. Seeing no one else complain about this, I think you better wait for the official fix. (I already sent in the bug report last week.) But honestly Unreal is full of bugs. So if you are not willing to fix some on your own, I don’t think any version will work for you.
LOL, these guys can’t even fix global illumination baking (which is like the foundation of any project, by the way), and they’ve been pushing their crappy Lumen for mobile since version 5.1 — and you’re expecting a quick fix for your bug?