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[Android] Enabling quality override cause shaders to be uncompiled in package build

I'm making an android game and ran into a trouble with disabling some features I do not need in my game.

I've already disabled many features and everything works fine, but thats not enough for low-performance devices.. There are quality override features for android platforms (in Project Settings) I want to use (like non-metal mats), but that is the problem.. It just do not work properly..

Editor renders everything well, but packed build on my mobile device looks horrible. Looks like shaders failed to compile..

Editor with Android rendering preview http://s1.uploadpics.ru/images/W1iJtGeiZf.png

Actual android device (Xiaomi Redmi 4 pro (Snapdragon 625, Adreno 506)) http://s1.uploadpics.ru/images/ZJNkLGesZz.jpg

So, is it a bug, or am I doing something wrong? Is there any other way to disable PBR for mobile game (leaving specular shading), and set these params?

Product Version: UE 4.15
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asked Mar 08 '17 at 09:28 AM in Bug Reports

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AlFlakky
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Hi AIFlakky,

The first thing I'd like to check is if you are taking advantage of the feature level switch node. Here is documentation if you want more info: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Utility/#featurelevelswitch

Try using that in your materials first. If that doesn't resolve the issue let me know and we can continue. I just have a feeling that is what you are looking for.

Cheers,

Ed

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answered Mar 23 '17 at 01:28 PM

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