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4 - Deploying your Level

Choose your OS:

Deploying a level means that you're going to Cook and Launch a level from UE4 onto your Android device. Because you're deploying a mobile application onto an Android device, there are a lot of details to consider, including (although, not limited to); your Linux computer's compilation environment, your Android device's instruction set, and your device's rendering capabilities. As such, you'll review some of the most common pre-deployment considerations before deploying the ThirdPersonExampleMap level onto your Android device.

Pre-deployment Considerations on Linux

Prior to deploying your application, refer to this list, which was written to help you avoid some common problems that might arise while you're deploying the game to your device.

  • Although it may seem like an obvious consideration, please make sure that the Android device is properly connected to your computer.

  • If you already haven't done so, verify that Android Debug Bridge (adb) lists your connected device(s). To learn more about adb, enter adb --help into the terminal. You can also refer to the Android Debug Bridge User Guide to learn more about adb and how to set up the program on your computer.

  • In order to properly build, cook, package, and deploy your game to Android, you'll need to have JDK 8 installed, with your JAVA_HOME environment variable set to the correct version of the JDK. To verify that JAVA_HOME is set properly, enter echo $JAVA_HOME into the terminal. If you don't see the correct JDK version, download JDK 8 , and install it on your Linux computer, making sure to set the JAVA_HOME environment variable to the newly installed JDK. You can set the JAVA_HOME environment variable in the Android SDK Project Settings .

  • Make sure that you're building for the appropriate ARM architecture, because if you don't, your project won't deploy properly. After verifying the instruction set that'll work on your device, you can select the appropriate ARM architecture support from inside the Editor by navigating to Edit > Project Settings... > Android > Build, and selecting either Support arm7 or Support arm64.

  • Currently, we don't provide Vulkan rendering support from UE4 on Linux.

  • Different Android devices uniquely support a variety of texture formats. If you don't know which texture formats are supported by your Android device, try setting your target texture to the Ericsson Texture Compression 1 (ETC 1) compression scheme, which should be supported by most Android devices. To learn more about supporting multiple textures, check out Android's documentation on Creating Multiple APKs for Different GL Textures .

Reviewing Available Texture Formats

If you're interested in reading more about currently supported textures, the following chart provides a quick summary of the most commonly supported textures on Android devices:

Format

Description

ETC1

Supported by all Android based devices but cannot compress alpha textures (they are stored uncompressed). Recommend using an RGB and a separate alpha texture if need alpha to get better compression.

ETC2

Supported by all OpenGL 3.x class devices and supports alpha compression.

ATC

Supported by Qualcomm Adreno GPUs and supports alpha compression.

DXT

Supported by Nvidia Tegra GPUs and supports alpha compression.

PVRTC

supported by PowerVR GPUs and supports alpha compression.

ASTC

Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. Available on some devices at this point and will be required for Vulkan Level 1.

Deploying your Level

Now that you've read through some of the most important considerations for deploying games to Android devices, you're ready to begin the deployment process.

  1. First, make sure that the ThirdPersonExampleMap is open.

    Click for full image.

  2. To open the Devices menu, click the arrow next to the Launch icon located in the Main Toolbar.

    Click for full image.

  3. With the Devices menu open, select your Android Device.

    Click for full image.

  4. At this point, your Unreal Engine will deploy the level to your Android device.

    As you can see in the video, UE4 updates the progress of your application's deployment process in the Editor's lower right corner.

  5. When UE4 finishes cooking and launching your project, the level should be running on your device. You'll also be able to see an Unreal Engine icon, which should be accessible from your Android Applications Drawer.

    LinuxAndroid_Step29.png

Determining Supported Texture Formats

If you're still wondering which texture formats are supported by your Android device, try out the following step:

  1. While the game is running on your device, tap the screen with four (4) fingers.

    LinuxAndroid_Step30.png

    A dialog should appear, displaying the texture formats that are supported by your Android device.

End Result

Congratulations! You should now have the Third Person Example Map running on your Android device.

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