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Android Development Reference |
The Android Development Reference pages contain a high-level explanation of the various software components and system settings you will need to make sure you have installed and setup on the computer you are using to develop your Unreal Engine (UE) Android project. |
For information on the required SDK components and compatible hardware for the current version of Unreal Engine, refer to the Android Development Requirements page. |
Unless you installed CodeWorks for Android 1R7u1 from the provided UE installer, you will need to verify that some environment variables are set properly. |
Once you have completed the installation (either by setting environment variables in the System Control Panel or by installing CodeWorks for Android 1R7u1), you will need to restart both the Editor and Launcher applications. This is due to how Windows applications store environment variables and then pass the old versions along to applications they start. |
If you continue seeing the message about the Android SDK not being installed properly, it is recommended that you reboot your computer. |
To set an environment variable: |
Here are the variables that we depend on, and where they should point: |
ANDROID_HOME |
JAVA_HOME |
AGDE_JAVA_HOME |
ANT_HOME |
NDKROOT |
Unless you installed CodeWorks for Android 1R7u1, you will need to verify that some environment variables are set properly. |
Once you have completed the installation (either by editing your .bash_profile file or by installing CodeWorks for Android 1R7u1), you will need to restart both the Editor and Launcher applications. |
To set an environment variable you need to edit the .bash_profile file in your home directory. The file is hidden in Finder, so you'll need to use Terminal to open it for editing. If you're not familiar with Unix terminal commands please do the following. |
Copy the following lines to the file (replacing paths to point to where you installed SDK and tools) and save it: |
Here are the name of the variables that we depend on and where they should point to. |
If you do not see your device listed in the Launch menu, here are some things to try: |
If your device shows up in the Launch menu but gets stuck deploying to the device, it is most likely because the device is not authorized for your PC to talk to it. If you click on the Show Log line in the progress bar, you may see that the last line indicates that it is calling adb uninstall. |
If you do not see your device listed in the Launch menu, here are some things to try: |
If your device shows up in the Launch menu but gets stuck deploying to the device, it is most likely because the device is not authorized to interact with your Mac. If you click on the Show Log line in the progress bar and see that the last line indicates that it is calling adb uninstall, try the following. |
Not all Android devices are made the same. In particular, there are 4 different kinds of rendering hardware. They each support different formats of compressed textures. |
When you deploy or package your game for Android, the data will be converted to a format usable by an Android device (we call this process "cooking"). Because different devices support different compressed formats, you have a choice of what format you want to be cooked. In the Launch or Package submenu, you will see Android followed by the possible formats. |
The first one (Android) actually takes all formats and puts them into the cooked packages. This will take longer, and will make larger packages, but will guarantee the minimal memory usage by choosing the best format at runtime. It will work on any device (as will Android (ETC1)). |
Unreal Engine version 4.8 and later will now support the use of ES31 and AEP rendering on Tegra K1 devices. Please note that due to the limited number of devices that currently support ES31 and AEP rendering, very little performance and compatibility testing has been completed at this time. If you are developing a project that is aimed at using one of these devices, it is highly recommended that you perform extensive performance and compatibility testing to ensure that the device delivers your project in the manner you intended. |
Overview |
Android Development Requirements |
Environment Variables |
Android Tips and Tricks |
Android Texture Formats |
Choosing a Format |
ETC1 |
Supported by all Android based devices but cannot compress alpha textures (they are stored uncompressed). Recommend using an RGB and a separate alpha texture if need alpha to get better compression. |
ETC2 |
Supported by all OpenGL 3.x class devices and supports alpha compression. |
ATC |
Supported by Qualcomm Adreno GPUs and supports alpha compression. |
DXT |
Supported by Nvidia Tegra GPUs and supports alpha compression. |
PVRTC |
supported by PowerVR GPUs and supports alpha compression. |
ASTC |
Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. Available on some devices at this point and will be required for Vulkan Level 1. |
Remarks |
You most likely will want to choose an optimal format for your device. If you know the type of GPU in your device, you can look at the table above to choose a format. However, if you do not know, then you can chooseAndroidorAndroid (ETC1). When you run the game, if you tap the screen with 4 fingers at once, a dialog will pop up. This dialog is usually used to enter a console command (likestat fps), but it will also display the formats that your device supports. Once you have that list, you can use that to choose an ideal type when deploying/packaging. If you choose a format that your device does not support, it will fail to load. |
Apply a Percentage of Rotation |
With the Apply a Percentage of Rotation Animation Blueprint node, you can apply a Source Bone's rotation motion to a Target Bone. |
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