Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

iOS Physics and Particles

Hi everyone,

I've made a very basic top-down game where the player shoots small destructible meshes that explode when shot. When they explode they have a particle system spawn for the explosion.

The game looks fine when deployed to PC or Mac, but when I deploy it to my iPhone 4s the destructible meshes don't fracture/do any physics, and I don't see any cascade particle effects.

I've tried grabbing the config from the mobile optimized Tappy Chicken as stated in:


But I haven't seen any change. I'm guessing the issue is either an optimization issue or a config setting not being turned on. Any pointers on how to approach these issues would be greatly appreciated, thanks!

Product Version: Not Selected
more ▼

asked May 08 '14 at 01:42 AM in Packaging & Deployment

avatar image

1 1 2 2

avatar image Selk May 08 '14 at 07:37 PM

I've started to answer a few of my own questions so figured I'd share what I've found:

First, I came across this document, which helps immensely in overall mobile optimization: https://docs.unrealengine.com/latest/INT/Platforms/Mobile/index.html

The main takeaways I got from this in respect to my original questions were:

  1. Mobile only supports CPU particle sprites.

  2. Mobile does not have 'destructible meshes' listed under the supported assets section.

This would explain why the destruction isn't working, although I am curious to know if adding support is in the works or if there is a workaround.

As for my particles, I was using the CPU to render them but when I did a 'Mobile Stats' test on the material it complained about the BlackBody node, saying "Node not supported in feature level ES2". I'm guessing I'll need to come up with another solution for the explosion particle effect.

But if anyone has insight on how to get the BlackBody node or Destructible Meshes to work in a mobile environment, I'd be happy to hear your solution. Thanks!

avatar image [Epic]homeRye STAFF May 17 '14 at 02:56 PM

Sorry for the delay in getting back to you, I have sent a request to one of our engine team members to answer your question. I am not 100% certain which of these features are and are not supported by mobile currently.

Thank you for your patience.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

On the BlackBody node, I'm not sure why it's disabled for ES2. It's expensive ALU-wise but we typically leave those choices up to the artist. I'll TTP for us to change that.

On the destructible mesh, I'm not sure offhand. It may be that it is not chunked properly for mobile devices which have limitations on max bone count. That is a workflow we need to improve in UE4. In the meantime you could try setting Compat.MAX_GPUSKIN_BONES=75 in the [SystemSettings] section of your project's DefaultEngine.ini, and do a clean recook of your game for mobile.

Hope that helps!

more ▼

answered May 17 '14 at 04:20 PM

avatar image

senress STAFF
206 7 5 13

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question