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There are many aspects of the way the engine works on mobile devices, such as which features are available to the materials system, whether fog is enabled, or how shaders are handled, that can be configured or controlled through settings in the config files. This document explains these mobile specific system settings as well as other settings which are not specific to mobile devices, but can be configured differently, or overridden, when the engine is running on a mobile device.
You will find the following settings in the [SystemSettings] category of BaseEngine.ini. These settings are global and affect all platforms so use caution when changing them here. You can override these settings per device. See the Device Specific System Settings section for more info.
|Setting Name||Default Value||Description|
|MobileFeatureLevel||0||Feature level for expensive mobile features. When set to '1' all expensive mobile features (fog,bump,environment mapping, rim lighting, specular, and texture blending) will be turned off|
|MobileBumpOffset||True||Toggles bump offset mapping|
|MobileNormalMapping||True||Toggles normal mapping|
|MobileEnvMapping||True||Toggles environment mapping|
|MobileRimLighting||True||Toggles rim lighting effects|
|MobileColorBlending||True||Toggles color blending|
|MobileVertexMovement||True||Toggles vertex movement in vertex shaders|
|MobileLODBias||-0.5||How much to bias all texture mip levels on mobile devices (usually 0 or negative)|
|MobileBoneCount||75||Mobile skeletal mesh bone limit|
|MobileBoneWeightCount||2||Limit for number of weights that will influence a skeletal mesh on mobile devices|
|MobileUsePreprocessedShaders||True||If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders|
|MobileFlashRedForUncachedShaders||False||Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime|
|MobileWarmUpPreprocessedShaders||True||On mobile device, whether to load the shaders at startup or load on demand|
|MobileCachePreprocessedShaders||False||Used to create a cache of shaders that were seen during an example run on PC|
|MobileProfilePreprocessedShaders||False||Generates profiling information for generated shaders|
|MobileUseCPreprocessorOnShaders||True||Whether to slim down generated shader code during cooking|
|MobileLoadCPreprocessedShaders||True||Whether to load the generated code from the cooker|
|MobileSharePixelShaders||True||Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)|
|MobileShareVertexShaders||True||Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)|
|MobileShareShaderPrograms||True||Whether to share shaders (vertex & pixel) or re-compile for identical shaders|
|MobileEnableMSAA||False||Whether mobile antialiasing is enabled|
|MobileContentScaleFactor||1.0||The default global content scale factor to use on device (largely iOS specific). Reducing this can sometimes improve performance|
The [SystemSettingsMobile] category allows you to override non-mobile specific settings on mobile devices. For example, by default post process settings (an engine wide feature) is disabled on mobile devices only by overriding their values in [SystemSettingsMobile]. See BaseEngine.ini for more details.
The [SystemSettingsMobileTextureBias] category is for overriding texture LOD group settings for mobile platforms. See the texture settings page for more information on texture LOD group settings.
There may be cases where you would like to change settings for one device but not others. This is possible on mobile via the config files. The following is a list of device specific system setting categories:
- [SystemSettingsIPhone3GS] - Settings that are used when the game is running on IPhone 3GS devices.
- [SystemSettingsIPhone4] - Settings that are used when the game is running on IPhone 4 devices.
- [SystemSettingsIPhone4S] - Settings that are used when the game is running on IPhone 4S devices.
- [SystemSettingsIPodTouch4] - Settings that are used when the game is running on IPod Touch 4 devices.
- [SystemSettingsIPad] - Settings that are used when the game is running on IPad devices.
- [SystemSettingsIPad2] - Settings that are used when the game is running on IPad2 devices.
- Android support is available to full UE3 source licensees. If you are developing a UDK title and wish to explore moving from UDK to UE3 in order to target additional platforms, please contact the sales team at Epic to discuss our competitive terms and licensing options.