When you deploy or package your game for Android, the data will be converted to a format usable by an Android device (we call this process "cooking"). Because different devices support different
compressed formats, you have a choice of what format you want to be cooked. In the Launch or Package submenu, you will see Android followed by the possible formats.
The first one (Android) actually takes all formats and puts them into the cooked packages. This will take longer, and will make larger packages, but will guarantee the minimal memory usage by choosing
the best format at runtime. It will work on any device (as will Android (ETC1)).
Unreal Engine version 4.8 and later will now support the use of ES31 and AEP rendering on Tegra K1 devices.
Please note that due to the limited number of devices that currently support ES31 and AEP rendering, very little performance and compatibility testing has been completed at this time.
If you are developing a project that is aimed at using one of these devices, it is highly recommended that you perform extensive performance and compatibility testing to ensure that the device delivers your project in the manner you intended.