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MobileSystemSettings
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Mobile Home > Mobile System Settings
Mobile System Settings
Overview
SystemSettings
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 |
MobileFog | True | Toggles fog |
MobileSpecular | True | Toggles specular |
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 |
Texture Group System Settings
There are system wide texture group settings that are also important for mobile. You can read more about texture group settings on the texture settings page.SystemSettingsMobile
SystemSettingsMobileTextureBias
Device Specific System Settings
- [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.