She started with the basics: . She switched her directional light to 'Stationary' and her point lights to 'Static'. She hit the 'Build Lighting' button. The fans on her PC began to roar, a mechanical dragon guarding the gates of optimization.
She realized her materials were too heavy. Mobile platforms hate complex instruction counts. She dove into the Material Editor, stripping away the "fancy" nodes.
: She checked the box on materials that didn't need highlights. ue4-mobile-lighting
The breakthrough came with . She couldn't afford real-time bloom, so she used a clever trick: a simple emissive plane with a blurred texture to "fake" the glow around the neon signs.
But on the mobile devkit? It looked like a soggy cardboard box. She started with the basics:
She took a breath and tapped the 'Launch' button one last time. The game loaded. The protagonist moved through the alleyway, the baked light catching the edges of the character's armor through tweaks. The frame rate counter stayed a solid, beautiful green: 60 FPS.
Maya stared at the screen, her eyes stinging from the blue light of the Unreal Engine 4 interface. Her indie project, Neon Nomad , looked like a masterpiece on her workstation—volumetric fog caught the glow of flickering signs, and every shadow was a soft, ray-traced caress. The fans on her PC began to roar,
When the progress bar finally hit 100%, she pushed the build to her phone. The shadows were there, baked into the lightmaps, but the performance was still chugging. The Shader Struggle