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The big OpenGL ES3.1 question

I have decided to open this thread to discuss here the current situation of OpenGL ES3.1 in UE4

After searching throughout on forums I have come to the conclusion that there is no ultimate description how to utilize ES3.1 in your project. Some things got cleared up, but it seems like that there is always an obstacle after another even though OpenGL ES3.1 is around for quite a while.

My research on the theme concluded the following results:

  • Build your UnrealSource clone

  • Install the latest CodeWorks with all SDK, NDK, JDK, ANT and point UE4 in the right direction.

  • Modify the BaseEngine.ini to make sure your VS2015 UE4 editor builds with the right support. (this I ve seen in a tutorial, where the .ini included a bBuildForES31, however in the latest version only ESdeferred exists)

  • Set your project up for mobile development, not going to detail this, but make sure that you check the right checkboxes in UE4 to enable the right ES version support.

  • Package for ECT2

  • Make sure that you are using SDK level 21+

My bigger confusions about the above list :

  • is ESDeferred the same as ES3.1?

  • is the hint on ES3.1 correct saying this is still only for FULL SOURCE PROJECTS?

  • What does EXACTLY full source project mean?

  • According to a tutorial I have to build UE4 source as Development/Android as well, after changing the BaseEngine.ini, is that correct?

  • Why does the BaseEngine.ini not have a bBuildForES31? (adding it with '=true' does of course nothing)

  • Do I really have to Package for ECT2 to use ES3.1?

Please someone shed some light on the whole process, I believe I am not alone with these struggles!

Product Version: UE 4.13
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asked Nov 12 '16 at 07:19 PM in Rendering

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I see that nobody is really interested in the topic, so Im closing the thread. The problem I had with ES3.1 was compatibility issue.

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answered Mar 04 '17 at 01:11 PM

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