Damian Nowakowski Senior Engine Programmer
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1 Damian Nowakowski Senior Engine Programmer
2 Road to Unreal Engine 4 Environment and project setup Project building Build size reduction Build speed boost up Scalability Performance and Stability Performance measuring and debugging And even more ;)
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4 Our Unreal Engine 3 games: Real Boxing Godfire: Rise of Prometheus Real Boxing 2 (prototype)
5 Our Unreal Engine 4 games: Real Boxing 2 CREED Real Boxing 2 ROCKY Metal Fist: Urban Domination
6 UE 4.4 UE 4.7 Terrible performance. Lots of empty implementations. Android practically didn t exist UE 4.10: Huge performance and stability improvement! Support for all ios devices and many Android devices. Proper project configuration isn t dark magic anymore. UE 4.13: Even better performance and stability! Unreal Packaging Language. Many optimizations aimed for mobile.
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8 If you are working with the source run Setup.bat after installing itunes or Code Works for Android. It will download all dependencies. You should see platforms configurations in Visual Studio:
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12 New Project
13 New Project Samples\StarterContent Engine\Content\StarterContent
14 Project Target Hardware
15 Platforms - Android
16 Platforms - ios Use Engine/Binaries/DotNET/IOS/IPhonePackager.exe
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20 Engine/Binaries/Win64/UnrealFrontend.exe
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23 Leave empty to pack into default directory: [ProjectName]\Binaries\[Platform]
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25 Deploying on Android will copy all files to the /storage/emulated/0/ue4game/gamename Which is not the way how apps are installed. For proper install run: Install_GameName_Development-armv7-es2.bat file from Binaries directory.
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28 Requires Mac machine with configured RSync and installed certificates. Platforms - ios
29 Project contains: 1 map 1 mesh with 1 material (no texture) 1 touch interface (2 textures) Build sizes: ios: 207MB (121MB executable + 84MB cooked data) Android: 57MB (37MB APK + 20MB OBB)
30 Unreal Frontend Cooking Advanced Settings
31 Not including editor content in the build might be risky. To check which assets go to the PAK file check the logs: C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTools\Logs You can Black List of assets you don t want o opack. [ProjectDir]\Build\[Platform]\PakBlacklist-Development.txt
32 ios cooked data: Before: 84MB After: 9MB Android cooked data: Before: 20 MB After: 5 MB
33 Build shipping version Building one architecture only (armv7 or arm64) Disabling all unneeded plugins Disabling all unneeded modules!!!requires engine build!!!
34 GameName.build.cs Full list of configurations in: Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildConfiguration.cs
35 ios executable size: Before: 121 MB After: 35 MB Android APK size: Before: 37 MB After: 27 MB
36 ios overall size: Before: 207 MB After: 44 MB Android overall data: Before: 57 MB After: 32 MB
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38 Source code: Real Boxing 2 ROCKY about 1079 files UE4 Runtime about 6613 files PC specs: CPU: Intel 3.40GHz 16GB RAM MAC specs: CPU: Intel 2.50GHz 8GB RAM
39 Win64 Editor 0:40h ios 2:10:00h (For full Engine+Game build)
40 Good for processors with hyperthreading (all of i7, some of i5) Find or create MyDocuments\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
41 In Engine\Source\Programs\UnrealBuildTool\ToolChain\RemoteToolChain.cs Double the result of this function.
42 Unreal Engine 4 supports XGE, so it is easy to configure. Can build also Android files. Simply override method in Engine\Source\Programs\UnrealBuildTool\Android\UEBuildAndroid.cs Sadly there is no suport for ios.
43 Normal compilation time of full engine and game: Win64 Editor 0:40h ios 2:10:00h Compilation time with doubled processor count multiplier: Win64 Editor 0:35h ios 1:05:55h Compilation with Incredibuild on 4 agents Win64 Editor 0:16h
44 Increase numer of threads shader workers can use: BaseEngine.ini Enabling XGE for shader workers: ConsoleVariables.ini
45 Building lightmaps speed can be increased by using Swarm Agent. Derived Data Cache (DDC) can be shared via network so only one computer has to cook assets. Set low DefaultPVRTCQuality for development to speed up cooking. Fix all cooking warnings as soon as possible. Remove dependencies to unused assets (or add them to AssetsToExcludeFromCook list) For smaller projects try to disable UnityBuild (via BuildConfiguration.xml)
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47 The heart of the scalability system: DefaultDeviceProfile.ini
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50 Android selection: First - based on device model Then on gpu model And at the end on the opengl version Egine\Plugins\Runtime\AndroidDeviceProfileSelector
51 r.materialqualitylevel sg.texturequality check BaseScalability.ini
52 r.mobilecontentscalefactor ios: 0.0 native resolution 1.0 always non-retina resolution 2.0 native resolution on retina devices 3.0 native resolution for iphone 6+ Android: 0.0 native resolution p resolution (1280x720)
53 r.skeletalmeshlodbias r.particlelodbias r.streaming.mipbias
54 Very own console variables! r.islowend 0 1
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57 Do not pass the 75 bones and 65k vertices limit.
58 Disable actor ticking when it s possible. Implement touch input in C++. Use as less master materials as possible. Use material instances. Use material quality switch. Use Fully Rough settings on materials (or globally) if doesn t need roughness. Limit the masked and translucent blend mode in materials. Use Lightmass Importance Volume. Use Cascaded and Modulated Shadows.
59 Setup your LODs properly, play with it s scalability. UMG use textures instead of materials where possible. UMG use Invalidation Boxes. UMG use sprites. Watch out for drawcalls and triangles!
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61 Opening console on mobiles is made by 4-fingers tap. stat fps stat unit stat memory stat memoryplatform stat scenerendering stat engine viewmode shadercomplexity html
62 Capturing performance statistics: stat startfile stat stopfile
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69 GameCenter GooglePlay Facebook (still, only ios) Advertising: TapJoy (ios only) Analytics: Apsalar, Flurry (ios only) Alternatives:
70 Company webpage: Personal webpage:
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