We want to hear from mobile devs building with Unreal. What's working, what hurts?

Hey everyone,

The team working on mobile support in Unreal Engine is gathering feedback from the community, and we’d love to hear from solo devs, hobbyists, jam teams, and small studios shipping to iOS and Android.

If you’ve got even ten minutes, drop a reply below answering whichever sections are relevant to your project. Don’t feel pressured to answer everything; partial feedback is still hugely valuable. The questions below the sections are just conversation starters.

A bit about your project (optional)

Just so we can frame your answers in context:

  • Which Unreal Engine version are you on?
  • Are you modifying engine source, or running stock from the Epic Games Store / Launcher?
  • Which mobile platforms are you targeting? (iOS, Android, both)
  • What’s your lowest-spec target device on each platform?
  • Roughly where are you in development — prototype, vertical slice, soft launch, shipped?

Iterating in the Editor

  • Do you use Platform Preview when working on mobile features? If yes, is it doing what you need? If no, why not — didn’t know about it, doesn’t fit your workflow, something else?
  • What slows you down most when you’re iterating on content and code inside the Editor?

Iterating on device

  • When you want to see your game running on a real phone or tablet, how do you get it there? Launch-on from the Editor? Project Launcher? Manual builds? Something else?
  • How long does a typical iteration loop take (Editor change to seeing it on device)?
  • Have you tried Zen Server? If yes, has it helped — and has anything about it tripped you up?
  • What’s the single most painful part of on-device iteration for you?

Scalability across devices

  • Mobile devices vary wildly in performance. How are you handling that range?
  • Have you used Device Profiles and Device Profile Fragments? Did they click for you, or did you bounce off?
  • Have you ended up building your own systems for LODs, quality settings, or feature toggles because the built-in tools didn’t quite fit? Tell us about them.

UI on mobile

  • How are you tackling responsive UI across phone/tablet form factors, notches, safe areas, different aspect ratios?
  • Are you doing this mostly in UMG, Slate, or something custom?
  • What’s been the most frustrating part of mobile UI work in Unreal?

Input

  • Touch, virtual sticks, gestures, gamepad, or all of the above?
  • Are you using Touch Interface assets, Enhanced Input, custom UMG-based input handling, or something else entirely?
  • Anything you wish “just worked” out of the box for mobile input?

Shipping and updates

  • If you’ve shipped (or plan to ship) — how are you handling updates and patching on iOS / Android?

  • Anything about the build, sign, and submission pipeline that’s been a roadblock?

Third-party SDKs and services

  • Are you integrating ads, analytics, IAP, attribution, crash reporting, or other SDKs? Which providers?
  • How painful was it to wire them into an Unreal project? Did you find a plugin, write your own, or wrestle with native code?
  • If you avoided integrating something because it looked too hard, tell us about that too.

Performance

  • How are you measuring performance — in-Editor stats, on-device captures, custom logging, gut feel?
  • Are you using vendor tools (Xcode Instruments, Android Studio Profiler, Perfetto, Arm Performance Studio, Snapdragon Profiler, etc.)? Which ones have actually been useful?
  • Do you react to thermal state on mobile, or is that not on your radar yet?
  • Any automated perf testing, or is it all manual right now?

Rendering and lighting

  • Which rendering path are you using on mobile — Mobile, Deferred, Forward? Different per device tier?
  • What does your lighting setup look like — fully baked, mixed, fully dynamic?
  • Are you interested in Lumen and Nanite on high-end mobile?
  • Have you made changes to the rendering pipeline that you wish were just part of the engine?

Documentation and learning resources

  • When you need to figure something out about mobile in Unreal, where do you actually go first? Official docs, YouTube, forums, Discord servers, blog posts, source code?
  • Which topics have you found especially under-documented?

UEFN

  • Have you played around with UEFN at all? If yes, what’s your impression coming from regular Unreal?

Anything else

This is the “everything we didn’t ask about” section. Pain points, papercuts, missing features, things that confused you, things you love, things you wish someone would just fix — drop it all here. The goal is to surface the stuff that doesn’t fit neatly into a category but still matters to you every day.

Thanks for taking the time. The more honest and specific you can be (including naming the exact device, version, or workflow where something fell over) the more useful your feedback is.

:victory_hand: