Hello! I am making a game for the Android platform, and I had a problem with one material that starts to slow down after 3 minutes of the game, the game itself continues to work with stable 60 frames per second. Everything works well in the UE4 editor !! Can someone help me with this material or advise on how to make similar material less expensive in other ways?)
I will attach a link to the video and a screenshot of the material
Well, the sphere with the material is rotating at a constant rate, correct? perhaps itās missing data in the current graph because thereās no inputs in the panner, and itās expecting those to synchronize the animation with the frame rateā¦
it could be a mobile limitation tooā¦though I donāt know whatā¦have you checked project settings in the mobile render category?
This seems like an precision-related error, you could try to set the āFractional Partā flag to true on the Panner nodes, this should keep the precision of the Panner node up. If that doesnāt work thereās an option in the Material Parameters, under the Mobile Group called āUse Full Precisionā this will make the material more costly but uses more precise number types in the shader.
Just a suggestion, if you use the same parameters for the Panner nodes, you can scrap one and only use the remaining to drive both Texture Sample nodes, this makes the material a bit cheaper, about two instructions. So thatās not much, so itās not that important, but will give you a better node graph.
I have faced same issue but with Stepping Panner time node , which basically does same as Panner Node
I just found this in unreal documentation after a week , If you can use stepping panner time node and tick the period option(period=100 worked for me) , It will be all good to go in android platform.
In the later versions of UE, you could check āUse Full-Precision For Material-Expressions Onlyā to save performance, instead of the older option which has been renamed to āUse Full-Precision For Every Floatā