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Stuttering in published alpha on android


I published my android game on google play as alpha, the game is done by using blueprints. The problem is that the game is stuttering on all android devices, at least more or less. The game is quite simple and short side scroller: *Level Design, not too many box brushes *On level all texture are on power of two, user widget textures are not.. *All materials are unlit *Mobile HDR is switched off etc.

The problem is that nothing seems to help, and all graphical changes I try won't affect on android. Not even the console commands through event begin play. I don't have any mobile starter content at the moment, I removed it after some time. Any ideas what I should try next?

Thanks in advance, meanwhile I'm going to try to implement a leaderboard and ads.. giving me some head ache too :)

Best regards,


Product Version: UE 4.12
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asked Aug 11 '16 at 12:10 PM in Packaging & Deployment

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avatar image D1me Aug 12 '16 at 04:54 PM

It seems that even when I deleted everything expect my character and ground box brush the frames on galaxy S5 are still between 10..40.. :|

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2 answers: sort voted first

Hey D1me,

So the first thing I looked at when I opened your project was your baby model. Your baby has 107695 triangles and you're trying to make a mobile game.

Skeletal Mesh (Meshes animated via a skeleton) Standards

  • File Format: FBX.

  • Skeleton: All Skeletal Meshes should have a corresponding compatible Skeleton asset. Skeletal Meshes with the same bone hierarchy may share a Skeleton asset, however.

  • Scale: 1 Unreal Unit = 1 centimeter (cm).

  • Origin (pivot): Should be located at a spot convenient for placement. For Skeletal Meshes, this is typically right between the feet.

  • Orientation: All models should have their forward dimension facing in the direction of the positive X-Axis.

  • UV Layout (Texture coordinates): Meshes may use overlapping UV patches to maximize texture usage.

  • Materials: All meshes should have a corresponding Material applied to them.

  • Vertex Normals: If the visual quality of your model requires custom vertex normals (a.k.a. Smoothing Groups), make sure those are exported from your 3D package and that you import them into UE4 when importing your content.

  • Max Vertex Count: For mobile devices, each mesh should have a maximum of 65,535 vertices. On other platforms, such as PC, you are limited by console and should test accordingly.

  • Collisions: All Skeletal Meshes should have a corresponding Physics Asset. These can be generated during import into UE4. See the Physics Asset Tool documentation for more information.

Mobile Performance Documentation:

Triangle count of the entire scene should be iPad4 and iPad Air. This can be seen with stat openglrhi on device, stat d3d11rhi in ES2 previewer on PC.

So I tested your project on a Nexus 5 and a Samsung Galaxy S5. On the Nexus, FPS ranges were 23 - 25. On the S5, the FPS ranges were between 40 and 60. The Nexus is on 6.0.1 and the S5 is on 5.0.0 Android Version.

I would highly suggest lowering the triangles on the fbx model in the very least. Make sure that your device has enough space on it and make sure tons of apps aren't opened while you're testing either.

Let me know how this information works out for you!

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answered Aug 19 '16 at 08:56 PM

avatar image D1me Aug 20 '16 at 01:59 PM

I used MakeHuman to create the character. There really was more than 100k triangles.. :D I reduced the amount of triangles to 6528 and now the game is running really smoothly. Also frames increased to 60 on my Galaxy S5.

Thanks for the tip!! :)

avatar image Samantha Sutton ♦♦ STAFF Aug 23 '16 at 05:25 PM

You're welcome. :)

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Did you go through our documentation for mobile development?

Please make sure you've optimized your game for mobile development. I woudl also check out our Unreal Match 3 documentation.


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answered Aug 15 '16 at 08:27 PM

avatar image D1me Aug 17 '16 at 02:55 PM

Thanks for your reply. On my Samsung Galaxy S5 the frames are somewhere around 30 but there is still some stuttering every once in a while. This picture is from Samsung tablet, the frames are less than 10 all the time and the game is not playable at all. alt text

In the seconds attached picture I have combined some settings so far. It seems that nothing helps to increase the framerate. On my PC the frames are somewhere around 120...110 most of the time. alt text

Textures are from 32x32 to 1024x512. The total size of the game is 53MB. All textures are set unlit, there is no extra light used and shadows should be set to nothing etc etc.


avatar image Samantha Sutton ♦♦ STAFF Aug 17 '16 at 09:39 PM

Thank you for providing me with this additional information. The settings shown look optimized for Android devices, as does the MobileContentScaleFactor=0.0 as it uses the native resolution for the device.

  • How are you packaging exactly? (provide exact steps)

  • Are you able to reproduce low framerate with another project?

  • Do you have a lot of particle effects in the game?

  • How large is the game?

  • Do you have a screenshot of the memory stats on the device?

Have you looked at your project with shader complexity mode on? If not, here is documentation to help guide you. The more red there is, the harder it'll be for the mobile device to keep up.

If you would like me to take a look at your project, feel free to upload it to your Google Drive or something similar and provide it to me through a private message on the forums.


avatar image D1me Aug 19 '16 at 03:00 PM

.1. How are you packaging exactly? (provide exact steps)

I don't know much about details, making code really isn't my area of expertise.. but first I just build the project, then I go to "File -> Package Project -> Android -> Android (All)" This is how I packaged the distributed version for android. Normally when I put my upgrades to the phone, I just click build first and then I "launch" it directly to the phone while I'm in the developer mode. So in the normal way I guess.. :)

.2. Are you able to reproduce low framerate with another project?

In case I open a premade third person template and launch it to my phone, the frames are around 20 on my Galaxy S5, so it is even worse.

.3. Do you have a lot of particle effects in the game?

I am not sure, I think not at all.. :|

.4. How large is the game?

When it is packed and downloaded from google play store it's around 52MB. Once it is installed it is around 120MB.

.5. Do you have a screenshot of the memory stats on the device?

No I don't, but I can send you a private message.


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