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Use Display Cutout Region |
Enables use of the display cutout area on Android 9+. |
Restore Scheduled Notifications on Reboot |
Defines whether the scheduled local notification should be restored on reboot. This will add a receiver for boot complete and a permission to the manifest. |
Enable Full Screen Immersive on KitKat and Above Devices |
Defines whether the software navigation buttons should be hidden or not. |
Enable Improved Virtual Keyboard |
If enabled, you can edit the text field directly. If disabled, tapping the in-app text field will open the additional text field for editing. |
Preferred Depth Buffer Format |
The preferred depth buffer bitcount for Android. You can choose from the following options: Default 16-bit 24-bit 32-bit |
Validate Texture Formats |
Verifies that the device supports at least one of the cooked texture formats at runtime. |
Force Gradle to Compress Native Libs Regardless of MinSDKVersion Setting |
When building for MinSDKVersion >= 23, Gradle will leave native libs uncompressed in the .apk. This option may be helpful for builds that are not intended to be distributed via Google Play. |
Enable Compression of Relocation Tables (Depends on MinSDKVersion Setting) |
Generates Android binary with RELR and APS2 relocation tables when building for MinSDKVersion >= 28 or just APS2 when building for MinSDKVersion >= 23. |
Status of Platform Setup File |
This shows whether the project is configured for the Android platform. To users from 4.6 or earlier: The engine now generates an AndroidManifest.xml file when building, so if you have customized your .xml file, you will need to put all your changes into the below settings. Note that the engine doesn't make changes to your AndroidManifest.xml that is in your project directory. The .xml file, generated by the engine, is placed in the (YourProjectName)\Intermediate\Android\APK folder. Additionally, the engine no longer uses SigningConfig.xml, the settings are now set in the Distribution Signing section. You must accept the SDK license agreement to use Gradle. You can do this from the Project Settings > Android window if the button isn't disabled. |
Accept SDK License |
The SDK license agreement must be accepted for Gradle usage. |
Build Folder |
The folder containing the build files in Explorer or Finder. We recommend checking these files in to the source control to share them with your team. |
Generate Bundle (AAB) |
Enables generating an AAB bundle. |
Generate Universal .apk from Bundle |
Enables generating a universal .apk from bundle. |
Enable ABI Split |
Separate ABIs into their own .apk files in bundle. |
Enable Language Split |
Separate resources by language into their own .apk in bundle. |
Enable Density Split |
Separate resources by density into their own .apk bundle. |
Support OpenGL ES3.2 |
Include shaders for devices supporting OpenGL ES 3.2 and above (default). |
Support Vulkan |
Support the Vulkan RHI and include Vulkan shaders. |
Support Vulkan Desktop / SM5 (Experimental) |
Enable Vulkan SM5 rendering support. |
Debug Vulkan Layer Directory |
Directory for Debug Vulkan Layers to package. |
Debug Vulkan Device Layers |
Debug Vulkan Device Layers to enable. |
Debug Vulkan Instance Layers |
Debug Vulkan Instance Layers to enable. |
Support Backbuffer Sampling on OpenGL |
Whether to render to an offscreen surface instead of rendering to backbuffer directly on Android OpenGL platform. Enable this option if you want to support UMG background blur on Android OpenGL. |
Support ARM64 (also known as arm64-v8a) |
Defines whether to support ARM64 CPU architecture. Use at least NDK r11c. This requires Lollipop (Android-21) minimum. |
Support x86_64 (also known as x64) |
This requires GitHub source. |
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