Add option to compile iOS OpenGL ES or Metal shaders and whether to force 32bppHDR at each QL
If Metal shaders are a scalability option we can compile them only for high and compile only OpenGL for low.
For iOS we only really needed Mosaic for iPhone 4 which we no longer (offically) support. All devices we support have FP16.
We can support Encoding or Mosaic as render quality option for iOS because all devices including iPhone 4 do support GL_EXT_shader_framebuffer_fetch. That will bring back iPhone 4 support.
Should reduce the overall number of shaders.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
I can't open my map from the editor.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Platform - Mobile |
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Created | Aug 19, 2015 |
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Resolved | Feb 28, 2017 |
Updated | Sep 16, 2019 |