Unreal Engine Livestream - UE4 for Mobile - What Has Epic Done for Me Lately?



Join us on Thursday, August 23, at 11am PDT / 2pm EDT / 7pm BST to hear about the numerous optimizations, features and stability improvements for mobile platforms that have made their way into UE4 this year. In this week’s livestream we’ll talk about how Epic leveraged the tools available in UE4 to ship Fortnite on iOS and Android with a focus on technical challenges such as memory, performance and battery life.

**Pete’s “QVC Pitch” **
Have you ever run your game on your mobile device only to see it exit without warning, and to find you’ve run out of memory? If so, have we got the tools for you! For just one easy payment of $0.00, you too can use the “obj list” command and the Low Level Memory Tracker to diagnose why your game is running out of memory. Having frame rate problems? We have you covered there as well, with fps charts and a FramePro integration coming your way. We’re ready to cover the various tools Epic used to diagnose a variety of issues while bringing Fortnite to iOS and Android, several of which we built and implemented into UE4 just for this process. We’ll also discuss strategies used to tune Fortnite for the various devices as well as new features developed to make the game run well on these devices. All of this and more for the low, low price of an hour of your time!

Thursday, August 23rd @ 2:00PM ET - Countdown


Nick Penwarden - Director of Engine Development
Pete Sauerbrei - Senior Engineer
Tim Slager - Community Manager - @Kalvothe](


@Kalvothe Could you please go over the features that are also relevant to mobile VR ( Oculus Go / Gear VR ) ?

Really appreciate the live streams. Is there any possibility that epic can create multiple flows/series of live streams and plan next topic based on community demands also? There are so many things people want to do and learn but they don’t have the right direction or guidance from Wiki/Manuals/Forums or they are outdated .

PS, Really looking forward to making connected games in UE4 for mobile platforms .

sounds good -> although today isn’t August **9th **! just sayin’ lol :wink:

Thanks for catching that. I’ve fixed it :stuck_out_tongue:

affrtjxlçth b

wasnt happy with this video. there was a big tv/monitor behind everyone, all they did was talk and didnt “show” anything of what they were talking about.
the viewers on Youtube felt ignored by the crew as many questions were asked but they stated there were none being asked, they were not happy about that.

then it’s worthless

Hey there, Spy.

I am sorry you felt ignored, we had some technical difficulties accessing our YT channel at the time. If you would like to share your questions here, I have gone back through the logs and have found the following questions, if there are others, please don’t hesitate to share them below.

[QUESTION] is there a way to monitor draw calls and dynamically bias the HLOD threshold distances to compensate?

**Nick P: **You could add this feature! It would take a bit of coding in the renderer though, we don’t support this feature out of the box. The way I would approach it is during visibility (InitViews) you would do a first pass on visibility without any HLODs expanded (i.e. always rendering the proxy) except for those that are too close. “Too close” could be defined via INI / console variable. Then you iteratively prioritize and expand HLODs until you hit a specified draw call limit. You probably need a bit of hysteresis / low pass filter on this to prevent popping back-and-forth based on results from latent occlusion queries etc.

[QUESTION] Third party leak checkers don’t work well with UE4. How do you guys find specific leaks?

**Nick P: **There are a couple of tools for this. LLM is a good first pass in that you should be able to see a leak as tracked memory will continuously trend upward. That can also key you in to an area. From there you can either use OBJ LIST to figure out what is leaking (if it’s game side) or if that doesn’t help there are some tools in UE4 to identify a callstack. This blog here ( ) has details.

[QUESTION] What about letting users to configure more settings on mobile? Like letting them turn off real-time shadows completely, since real-time shadows is one of the performance heavy features.

**Nick P: **The engine will let you do this. There’s no reason you can’t (or we couldn’t with Fortnite) expose the same graphics settings UI that we do on PC. For iOS we did not want to do this because the device pool is small enough that we can do a reasonably good job of optimizing the experience per-device. For Android, more granular settings might make more sense but we decided to stick with the simpler “Low/Mid/High/Epic” settings to start.

[QUESTION] what is easiest way to create new animations ?