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The number of buffers to keep enqueued.
More buffers increase latency, but can compensate for variable compute availability in audio callbacks on some platforms.
The maximum number of channels (voices) to limit for this platform.
If you specify Max Channels both here and in your global audio quality settings, your application will use the smaller of the two values.
If this is set to 0, Unreal Engine will use all the channels available.
The number of workers to use to compute source audio.
This only uses up to the maximum number of sources (Max Channels value) and evenly divides sources to each source worker.
Defines which of the currently enabled spatialization plugins to use.
If you can't find a spatialization plugin you want to use in the dropdown menu, make sure its plugin is enabled (from the main menu, go to Edit > Plugins).
You can choose from the following options:
Defines which of the currently enabled reverb plugins to use.
If you can't find a reverb plugin you want to use in the dropdown menu, make sure its plugin is enabled (from the main menu, go to Edit > Plugins).
You can choose from the following options:
Defines which of the currently enabled occlusion plugins to use.
If you can't find an occlusion plugin you want to use in the dropdown menu, make sure its plugin is enabled (from the main menu, go to Edit > Plugins).
You can choose from the following options:
When Override Compression Times is enabled, any sound under this threshold (in seconds) will be fully decompressed on load.
Otherwise, the first chunk of this sound is cached at load and the rest is decompressed in real time.
If this is set to 0, will default to the Sound Group on the relevant Sound Wave.
On this platform, any random nodes on Sound Cues will automatically only preload this number of branches and dispose of any others on load.
This can drastically reduce memory usage.
If this is set to 0, no branches are culled.
Return to the Audio table.
Scales all compression qualities when cooking to this platform.
For example, 0.5 will halve all compression qualities, and 1.0 will leave them unchanged.
Return to the Audio table.
Determines the maximum amount of memory that should be used for the cache at any given time.
If set low (<= 8 MB), it lowers the size of individual chunks of audio during the cooking.
Return to the Cook Overrides table.
Return to the Cook Overrides table.
Priority for the ETC2 texture format when launching on device or packaging using Android_Multi.
The highest priority format supported by the device will be used.
Default value is 0.2.
Priority for the DXT texture format when launching on device or packaging using Android_Multi.
The highest priority format supported by the device will be used.
Default value is 0.6.
Priority for the ASTC texture format when launching on device or packaging using Android_Multi.
The highest priority format supported by the device will be used.
Default value is 0.9.
Defines whether to enable LOD streaming for landscape visual meshes.
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