# \#es2

**URL:** https://forums.unrealengine.com/tag/es2/5399.md

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## [Wierd white squares render on deplyment (Android)](https://forums.unrealengine.com/t/wierd-white-squares-render-on-deplyment-android/375498)

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**Author:** [@kornel.l.varga](https://forums.unrealengine.com/u/kornel.l.varga)\
**Replies:** 2\
**Last updated:** [July 19, 2022, 7:26pm UTC](https://forums.unrealengine.com/t/wierd-white-squares-render-on-deplyment-android/375498 "2022-07-19T19:26:35Z")

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I am developing for Android platform. Currently I am at the stage of visual development/lighting. I am having a lot of trouble with aliased edges and the setup of the Directional light. I have read on the official sit…

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## [How do I find this error it says there is float3 to float4 cast but I dont see one](https://forums.unrealengine.com/t/how-do-i-find-this-error-it-says-there-is-float3-to-float4-cast-but-i-dont-see-one/393659)

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**Author:** [@anonymous\_user\_08787d181](https://forums.unrealengine.com/u/anonymous_user_08787d181)\
**Replies:** 2\
**Last updated:** [May 15, 2017, 6:17pm UTC](https://forums.unrealengine.com/t/how-do-i-find-this-error-it-says-there-is-float3-to-float4-cast-but-i-dont-see-one/393659 "2017-05-15T18:17:04Z")

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Any help debugging maerials I am getting an error here with a flaot3 to float4 cast. But mat\_params doesnt have a V4 only v3 parameters. Any help on how I might find the error and correct it or what the error might be…

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## [Custom post effects on mobile (ES2)](https://forums.unrealengine.com/t/custom-post-effects-on-mobile-es2/304592)

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**Author:** [@anonymous\_user\_7301e4561](https://forums.unrealengine.com/u/anonymous_user_7301e4561)\
**Replies:** 1\
**Last updated:** [May 27, 2022, 3:00pm UTC](https://forums.unrealengine.com/t/custom-post-effects-on-mobile-es2/304592 "2022-05-27T15:00:57Z")

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Hi, As I understand, the “SceneTexture:PostProcessInput” is required to create a Post Process Material. But this node is not available for mobile (ES2). So is it possible at all to create a custom post process effect …

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## [iOS desktop-forward renderer](https://forums.unrealengine.com/t/ios-desktop-forward-renderer/450113)

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**Author:** [@Dr.SAP](https://forums.unrealengine.com/u/Dr.SAP)\
**Replies:** 3\
**Last updated:** [August 27, 2021, 11:57am UTC](https://forums.unrealengine.com/t/ios-desktop-forward-renderer/450113 "2021-08-27T11:57:56Z")

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When I select both renderer options for iOS the game runs nicely on older devices but appears to crush on lunch on newer devices, which appears to me that there is a problem with desktop forward renderer. Therefore I am …

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## [Error Message: Can't create landscape with a feature level less than SM4](https://forums.unrealengine.com/t/error-message-cant-create-landscape-with-a-feature-level-less-than-sm4/403931)

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**Author:** [@AJ\_Graphix](https://forums.unrealengine.com/u/AJ_Graphix)\
**Replies:** 7\
**Last updated:** [May 20, 2021, 3:02pm UTC](https://forums.unrealengine.com/t/error-message-cant-create-landscape-with-a-feature-level-less-than-sm4/403931 "2021-05-20T15:02:24Z")

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Does this mean landscapes won’t work on mobile? Or that you just can’t create them for some reason in ES2 preview? Thanks! -Adam

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## [Decals on Mobile/Web/ES2](https://forums.unrealengine.com/t/decals-on-mobile-web-es2/335429)

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**Author:** [@anonymous\_user\_92200967](https://forums.unrealengine.com/u/anonymous_user_92200967)\
**Replies:** 3\
**Last updated:** [October 17, 2019, 10:14pm UTC](https://forums.unrealengine.com/t/decals-on-mobile-web-es2/335429 "2019-10-17T22:14:39Z")

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I’m trying to get my decals to work in HTML5. Hey there. In UE 4.9.2, I’ve got a project set to Mobile - Scalable with a deferred decal placed in the world. When I preview my level viewport in ES2, the decals are visib…

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## [Custom HLSL をOpenGLES2.0で動かす方法を求めています](https://forums.unrealengine.com/t/custom-hlsl-opengles2-0/455567)

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**Author:** [@Answers.Archive](https://forums.unrealengine.com/u/Answers.Archive)\
**Replies:** 4\
**Last updated:** [September 19, 2019, 6:27am UTC](https://forums.unrealengine.com/t/custom-hlsl-opengles2-0/455567 "2019-09-19T06:27:14Z")

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お世話になります。 ポストプロセスでCustomHLSLを使おうとしています。 OpenGLES2.0向けです。3.1向けにすると対応端末が大幅に減るため、2.0は外せません。 手始めにCustomに return SceneTextureLookup(UV, 14, 0); と記述し、そのあとセーブしようとすると ＞現在のマテリアルにコンパイルエラーが発生したため、機能レベル ES2 で正しくレンダリングされなくなります。 …

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## [Is there a way to switch material surface types based on ES2 compatibility?](https://forums.unrealengine.com/t/is-there-a-way-to-switch-material-surface-types-based-on-es2-compatibility/454195)

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**Author:** [@paradoc](https://forums.unrealengine.com/u/paradoc)\
**Replies:** 0\
**Last updated:** [August 21, 2019, 4:13pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-switch-material-surface-types-based-on-es2-compatibility/454195 "2019-08-21T16:13:58Z")

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Hello, I’m building a version of a game designed for both VR Desktop and VR Mobile. On desktop, I’m using a lot of translucency and dynamic lighting (within performance limitations). However, on mobile, none of this c…

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## [Skeletal mesh invisible in mobile preview ES2](https://forums.unrealengine.com/t/skeletal-mesh-invisible-in-mobile-preview-es2/451504)

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**Author:** [@mogogogo1](https://forums.unrealengine.com/u/mogogogo1)\
**Replies:** 0\
**Last updated:** [June 30, 2019, 3:13pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-invisible-in-mobile-preview-es2/451504 "2019-06-30T15:13:59Z")

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Hi, So I am having this problem recently which is skeletal mesh invisible in mobile preview, I have looked it up online and all every solution I found is related to bone numbers, all of my characters are not exceeding t…

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## [Overcoming ES2 limitations](https://forums.unrealengine.com/t/overcoming-es2-limitations/444272)

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**Author:** [@sygiii](https://forums.unrealengine.com/u/sygiii)\
**Replies:** 2\
**Last updated:** [March 18, 2019, 8:56pm UTC](https://forums.unrealengine.com/t/overcoming-es2-limitations/444272 "2019-03-18T20:56:03Z")

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Hello! First post here, nice to meet y’all! I am having a problem packaging a scene for html5. The scene doesn’t use anything fancy, but uses default grass from the Open World collection (M\_FieldGrass). During packaging…

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## [When i change to es3 my terrain is gone](https://forums.unrealengine.com/t/when-i-change-to-es3-my-terrain-is-gone/443284)

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**Author:** [@Jakupiii](https://forums.unrealengine.com/u/Jakupiii)\
**Replies:** 0\
**Last updated:** [February 13, 2019, 3:38am UTC](https://forums.unrealengine.com/t/when-i-change-to-es3-my-terrain-is-gone/443284 "2019-02-13T03:38:48Z")

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Basically i had a problem where my mesh disappeared when exported to mobile because i had 75+ bones weren’t supported on es2 so i change to es3 and now my whole terrain is gone and says ‘Cant edit landscape with a featur…

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## [Video blank with ES2 on Android Gear VR](https://forums.unrealengine.com/t/video-blank-with-es2-on-android-gear-vr/418472)

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**Author:** [@anonymous\_user\_19069e4b](https://forums.unrealengine.com/u/anonymous_user_19069e4b)\
**Replies:** 0\
**Last updated:** [February 27, 2018, 1:16pm UTC](https://forums.unrealengine.com/t/video-blank-with-es2-on-android-gear-vr/418472 "2018-02-27T13:16:58Z")

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Hi, I’m using 4.18.3. I have a 360° video set up via media framework as a material to be used on a sphere. This works fine with OpenGL ES3.1, but if I switch to OpenGL ES2 and let the shaders recompile the material sta…

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## [How can I enable dynamic shadows from point lights and spotlights in feature level ES2?](https://forums.unrealengine.com/t/how-can-i-enable-dynamic-shadows-from-point-lights-and-spotlights-in-feature-level-es2/417713)

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**Author:** [@Luis\_Eduardo](https://forums.unrealengine.com/u/Luis_Eduardo)\
**Replies:** 0\
**Last updated:** [February 18, 2018, 11:38pm UTC](https://forums.unrealengine.com/t/how-can-i-enable-dynamic-shadows-from-point-lights-and-spotlights-in-feature-level-es2/417713 "2018-02-18T23:38:22Z")

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How can I enable dynamic shadows from point lights and spotlights in feature level ES2? I want to know if there is any way to do this since I am working on a mobile game project and it is really important to have dynamic…

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## [TexCreate\_FastVRAM와 TexCreate\_Transient이 뭔가요?](https://forums.unrealengine.com/t/texcreate_fastvram-texcreate_transient/416177)

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**Author:** [@LBIBJ](https://forums.unrealengine.com/u/LBIBJ)\
**Replies:** 0\
**Last updated:** [February 2, 2018, 2:12am UTC](https://forums.unrealengine.com/t/texcreate_fastvram-texcreate_transient/416177 "2018-02-02T02:12:04Z")

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FSceneRenderer::RenderDistortionES2() 코드 중 궂이 “SceneColorMobile” RT 대신 “SceneColorDistorted” RT를 새로 생성하는 부분이 이해가 되지 않아서 차이점을 살펴 봤더니, “Desc.Flags &= ~(TexCreate\_FastVRAM | TexCreate\_Transient); ” 이게 유일한 차이점으로 보였습니다. 그…

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## [WorldPosition node output broken on mobile](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283)

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**Author:** [@Spoondog](https://forums.unrealengine.com/u/Spoondog)\
**Replies:** 6\
**Last updated:** [October 26, 2017, 12:36pm UTC](https://forums.unrealengine.com/t/worldposition-node-output-broken-on-mobile/357283 "2017-10-26T12:36:22Z")

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The “WorldPosition (Excluding Material Offsets)” node outputs invalid coordinates in both the mobile previewer and on an iOS device. It appears to just output 0.0. Here is a picture of the example setup in 4.12: And …

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## [ES2 does not support more than 2 UV sets?](https://forums.unrealengine.com/t/es2-does-not-support-more-than-2-uv-sets/402366)

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**Author:** [@AJ\_Graphix](https://forums.unrealengine.com/u/AJ_Graphix)\
**Replies:** 2\
**Last updated:** [August 24, 2017, 7:15pm UTC](https://forums.unrealengine.com/t/es2-does-not-support-more-than-2-uv-sets/402366 "2017-08-24T19:15:23Z")

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I’ve been wondering for a while why my character’s flipbook eyes would disappear in ES2 preview but show fine in SM5. This seems to be the result of having 3 UV sets (body, eyelid flipbook, movable eye texture). Since I …

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## [While packaging for es2.0 android device, output log shows error in landscape material compilation. What to do?](https://forums.unrealengine.com/t/while-packaging-for-es2-0-android-device-output-log-shows-error-in-landscape-material-compilation-what-to-do/400799)

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**Author:** [@anonymous\_user\_8c8832ac](https://forums.unrealengine.com/u/anonymous_user_8c8832ac)\
**Replies:** 0\
**Last updated:** [July 28, 2017, 10:49am UTC](https://forums.unrealengine.com/t/while-packaging-for-es2-0-android-device-output-log-shows-error-in-landscape-material-compilation-what-to-do/400799 "2017-07-28T10:49:18Z")

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You can see the log file where it says “Cannot access field LayerWeights of structure”. How to resolve even when mobile texture samplers show only 5 ??

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## [WorldPositionBehindTranslucency doesn't work on Android ES2 and Android preview](https://forums.unrealengine.com/t/worldpositionbehindtranslucency-doesnt-work-on-android-es2-and-android-preview/398726)

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**Author:** [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Replies:** 0\
**Last updated:** [June 14, 2017, 12:49am UTC](https://forums.unrealengine.com/t/worldpositionbehindtranslucency-doesnt-work-on-android-es2-and-android-preview/398726 "2017-06-14T00:49:05Z")

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I re-created this material setup: https://s12.postimg.org/7szajafsb/blob\_material.png src: Dynamic blob shadow ? - Rendering - Unreal Engine Forums and ran it on Gear VR (Android 6.0.1 ES2). This is what it looks lik…

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## [UI Blur renders properly in mobile preview, but not on mobile device](https://forums.unrealengine.com/t/ui-blur-renders-properly-in-mobile-preview-but-not-on-mobile-device/389742)

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**Author:** [@Divo](https://forums.unrealengine.com/u/Divo)\
**Replies:** 8\
**Last updated:** [May 31, 2017, 8:51pm UTC](https://forums.unrealengine.com/t/ui-blur-renders-properly-in-mobile-preview-but-not-on-mobile-device/389742 "2017-05-31T20:51:57Z")

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The UI Blur looks awesome, so I’ve redesigned some of my menus to use it. In mobile preview, it works and looks great, but on my device (Nexus 6P) it uses the low quality override. Is this a problem with device profili…

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## [\[Gear VR\] Multiview is buggy](https://forums.unrealengine.com/t/gear-vr-multiview-is-buggy/379338)

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**Author:** [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Replies:** 6\
**Last updated:** [March 22, 2017, 11:51pm UTC](https://forums.unrealengine.com/t/gear-vr-multiview-is-buggy/379338 "2017-03-22T23:51:21Z")

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When using ES3.1 and Multiview for Gear VR, scene renders black (although it could be ES3.1 and not multiview issue) When using ES2 and Multiview option, performance is significantly lower than without Multiview (59.xx …

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## [Mobile lighting - Using Multiple lights](https://forums.unrealengine.com/t/mobile-lighting-using-multiple-lights/385038)

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**Author:** [@hellwitu](https://forums.unrealengine.com/u/hellwitu)\
**Replies:** 1\
**Last updated:** [February 17, 2017, 11:11pm UTC](https://forums.unrealengine.com/t/mobile-lighting-using-multiple-lights/385038 "2017-02-17T23:11:21Z")

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Hello world, I have a single stationary directional light in my map and done. Im unable to use anymore lights of any kind in the scene for mobile devices. Is there a setting somewhere that i should toggle to enable ren…

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## [White specular on mobile](https://forums.unrealengine.com/t/white-specular-on-mobile/370228)

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**Author:** [@Fisher007](https://forums.unrealengine.com/u/Fisher007)\
**Replies:** 0\
**Last updated:** [September 12, 2016, 6:16pm UTC](https://forums.unrealengine.com/t/white-specular-on-mobile/370228 "2016-09-12T18:16:27Z")

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Hi, I’m creating a scene for GearVR and it was looking really strange when I tested it on the phone. I switched the preview rendering level to Android and what I found was that the specular highlights are way too strong…

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## [Reflections on ES2 without Mobile HDR?](https://forums.unrealengine.com/t/reflections-on-es2-without-mobile-hdr/365565)

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**Author:** [@asmrpuppy](https://forums.unrealengine.com/u/asmrpuppy)\
**Replies:** 0\
**Last updated:** [July 29, 2016, 3:56pm UTC](https://forums.unrealengine.com/t/reflections-on-es2-without-mobile-hdr/365565 "2016-07-29T15:56:51Z")

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Hi all, Is there absolutely anyway to get reflections working on the ES2 renderer without Mobile HDR? I’m open to anything, even duplicating content and mirroring it. #desperate It’s only a single flat floor plane in …

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## [Material Noise node on mobile (ES2)?](https://forums.unrealengine.com/t/material-noise-node-on-mobile-es2/365152)

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**Author:** [@SONB](https://forums.unrealengine.com/u/SONB)\
**Replies:** 1\
**Last updated:** [July 26, 2016, 7:37am UTC](https://forums.unrealengine.com/t/material-noise-node-on-mobile-es2/365152 "2016-07-26T07:37:55Z")

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Hi, as the Noise node is not supported in feature level ES2, is there an alternative way to generate animated noise? I’m trying to move vertices of my mesh using World Position Offset. Thanks for any suggestions!

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## [Skeletal mesh 75 joint limit increase in the future?](https://forums.unrealengine.com/t/skeletal-mesh-75-joint-limit-increase-in-the-future/358180)

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**Author:** [@asmrpuppy](https://forums.unrealengine.com/u/asmrpuppy)\
**Replies:** 1\
**Last updated:** [June 7, 2016, 1:22am UTC](https://forums.unrealengine.com/t/skeletal-mesh-75-joint-limit-increase-in-the-future/358180 "2016-06-07T01:22:54Z")

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Dear Epic/Community, Is there any updates on whether we’re going to see the 75 bone joint limit on mobile increased? Thanks, Minxies

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## [Cook feature level ES2 for windows](https://forums.unrealengine.com/t/cook-feature-level-es2-for-windows/357129)

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**Author:** [@Raisteu](https://forums.unrealengine.com/u/Raisteu)\
**Replies:** 1\
**Last updated:** [May 16, 2016, 1:42pm UTC](https://forums.unrealengine.com/t/cook-feature-level-es2-for-windows/357129 "2016-05-16T13:42:55Z")

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Hi, I’m wondering if it’s possible to cook my content for ES2 for windows. Launching from the editor in a standalone game with the -featureleveles2 launch parameter works, but in settings-platforms-windows I can’t sele…

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## [\[EDITOR\] Missing manipulators (trans/scale) in ES2 Preview mode](https://forums.unrealengine.com/t/editor-missing-manipulators-trans-scale-in-es2-preview-mode/351700)

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**Author:** [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Replies:** 1\
**Last updated:** [March 25, 2016, 2:35pm UTC](https://forums.unrealengine.com/t/editor-missing-manipulators-trans-scale-in-es2-preview-mode/351700 "2016-03-25T14:35:30Z")

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4.11pre8 When using Shader 5 preview mode, it’s all good. However, when switching to ES2 Preview mode, Translate and Scale manipulators are missing, making it impossible to move/scale actors in the scene. Here is the vi…

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## [Only 33 instances of Instanced Static Mesh displayed on Android ES2](https://forums.unrealengine.com/t/only-33-instances-of-instanced-static-mesh-displayed-on-android-es2/346339)

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**Author:** [@Grimmick](https://forums.unrealengine.com/u/Grimmick)\
**Replies:** 4\
**Last updated:** [February 6, 2016, 4:13pm UTC](https://forums.unrealengine.com/t/only-33-instances-of-instanced-static-mesh-displayed-on-android-es2/346339 "2016-02-06T16:13:45Z")

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I’m trying to display a labyrinth generated at runtime in C++ via InstancedStaticMesh on an Android mobile device with feature level ES2. After setting the material shading model of walls and floors to unlit to see anyth…

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## [Improving UMG performance on ES 2.0 devices](https://forums.unrealengine.com/t/improving-umg-performance-on-es-2-0-devices/345332)

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**Author:** [@anonymous\_user\_808c3f02](https://forums.unrealengine.com/u/anonymous_user_808c3f02)\
**Replies:** 1\
**Last updated:** [February 4, 2016, 6:52pm UTC](https://forums.unrealengine.com/t/improving-umg-performance-on-es-2-0-devices/345332 "2016-02-04T18:52:04Z")

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There seem to be some unanswered questions related to UMG performance on ES2-level devices, as discussed in this thread Since didn’t seem follow up (that I could find), I thought I’d chime in with a general question as…

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## [All UI elements appear to render in two Alpha blend passes - is this preventable?](https://forums.unrealengine.com/t/all-ui-elements-appear-to-render-in-two-alpha-blend-passes-is-this-preventable/343969)

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**Author:** [@anonymous\_user\_808c3f02](https://forums.unrealengine.com/u/anonymous_user_808c3f02)\
**Replies:** 2\
**Last updated:** [February 2, 2016, 11:39pm UTC](https://forums.unrealengine.com/t/all-ui-elements-appear-to-render-in-two-alpha-blend-passes-is-this-preventable/343969 "2016-02-02T23:39:36Z")

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All UI elements will render as translucent (inherent to the variable opacity setting in UMG) and therefore use alpha blend, even if opacity is set to 100% within UMG - is this correct? The fact that UI elements can use …

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