UE4 and device specific optimizations
What about device-specific optimizations? How will UE4 tackle that issue? Or will UE4 just be good enough for the primary "catch-all" solution?
To further explain my question - if we simply look at Angry Birds, it has one catch-all version that works consistently bad across most devices, and around 70 similar projects, each with a different device-specific optimizations visible (and replacing in google store) only to users of that particulate device, thus resulting in "one" unified angry birds on google play, which is actually 70-80 different projects sharing a similar name.
I'm not asking how to handle Google Play here, but just whether or not UE4 will tackle any (or better yet - let us select or pick a target device for this build, like Genymotion) device-specific optimization or not?
asked May 21 '14 at 05:44 PM in Packaging & Deployment
Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.
answered Nov 25 '14 at 03:38 PM
[Epic] Gribbs ♦♦ STAFF
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