Ive tried getting my feet wet with android but so far I have faced a lot of problems. Games mostly refuse to run on devices before 2013-2014. I came across many networking bugs as well. I personally think that this is UE's biggest flaw. There's a lot of market in the mobile sector and if UE4 can improve the mobile/2d side it will undoubtedly be the top game engine for many.
Announcement
Collapse
No announcement yet.
Android/mobile Development
Collapse
X
-
It's a bit of a struggle unfortunately. UE has a powerful renderer, but it doesn't scale well to older phones right now. The in-editor mobile previewer rarely immitates the device accurately at all, so the only way to know for sure is to deploy which can take a lot of time.
We're limiting support for our game to 2015+ devices. When you think about it however it's not *so* bad, since most phone contracts are around 18 months to 2 years long anyway and people upgrade at that point. Some advice I can give based on experience so far:
- Avoid using any form of dynamic lighting
- Avoid complex materials. Stick to just textures in places (if you can).
- Use the invalidation system in UMG, that helps a lot.
- Use C++ as often as possible, write code as optimized as possible.
- Minimize ticking objects. Event-based systems are generally better.
- Use unlit shading wherever possible.
- Try to get the debugger attached as early into the project as possible.
Even the UE Match3 sample lights up my phone battery like the 4th of July and that's a very minimalist sample, and my phone is really new. It's possible to do, but it feels like your fighting the engine a lot of the time. Just my experience anywayEverything @ Stormtide Games - Snr Programmer @ Black Matter Pty.
Twitter - YouTube - Tutorials and Resources: jambax.co.uk
Games: Satellite Command - Hell Let Loose - Project Orion - Eclipse
Marketplace: Sparse Grid Plugin - Export PNG
Comment
Comment