Mobile Preview Issues/Questions
Hi there - I'm working on some portfolio pieces and trying to get them ready for Web/iOS.
There are 3 ArchViz projects that look gorgeous running on the desktop. Trying to get them running in the browser/Metal Compatible iOS devices but I've come up against multiple issues.
Here are my questions: -Is there a way to have Mobile Preview run at ES 3.1/Metal Feature Level as opposed to ES2? -Can I have UE4 launch automatically into Mobile Preview mode as opposed to rendering for desktop? All of our projects will be made to work for mobile moving forward. -The default prop "sm_bush" and Speedtree models all appear warped in the viewport. As opposed to showing branches - it is instead showing what can only be described as sheets of paper jutting out from one another. When I place a new Speedtree in the map, it is black. When I go into the material it says that it will not render properly in ES2. -When the level loads, it launches into a Matinee sequence immediately. This causes the screen to tear and appear to have tunnel vision at the bottom. Very strange.
Any help with these issues would be amazing as they're the final hurdles in getting this portfolio done and out the door. I'm itching to see this work in the browser and on my 6+
asked Feb 11 '15 at 12:31 AM in Rendering
So the Engine will automatically detect what device the game is being run on, and switch the material according to the correct compatibility when using the FeatureLevelSwitch node. That being said, you will still want to take into account the restrictions of the Platform you are designing.
It is not the most complex material set up, but this is how you would go about connecting in within the Material Editor.
Feature Level Switch
Notice how I have checked the 'Fully Rough' material property which saves some instructions and a sampler.
There is a dropdown arrow next to the play button in your viewport that will let you select how to preview your game when pressing play. Choose the 'Mobile Preview' option to be able to preview your game as mobile each time you press PIE (Play in Editor).
Specularity does not function the same as it did in previous versions of the Engine and is now just a 0 to 1 value much like roughness and metallic. The default value is around 0.6 and will work well for most materials.
Whenever you use the 'Launch On' button the game will cook and launch directly to whatever device you have connected to your computer. This is where the FeatureLevelSwitch node will come into play. If you have a compatible device for the ES3.1 then it will automatically use the features associated with the version.
Like with any mesh you import into the editor, you will want to test the SpeedTree models to see how they look on your device. Depending on the device they might look great, or they might not render at all.
The matinee issue might require some troubleshooting. If you would like you can create a new AnswerHub post with details on the issue and myself or another team member can take a look.
I hope this answered most of the questions you had, but if you still need some help let me know.
answered Feb 13 '15 at 04:42 PM
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