DO NOT Use Landscapes For Android In UE5

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Landscape tool is a great way to create massive worlds with complicated details fast but you need to convert it to a static mesh or pieces of static meshes before launching your game to Android. I will explain how to do it in this video and I hope it helps.
You can download the game for free from Playstore here :
00:00 - Intro and explaining the problem
01:00 - The solution : Export to a static mesh
02:00 - Optimize the mesh
03:00 - Fixing the collision
03:55 - Fixing the landscape material
05:40 - Outro
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Thanks for the content! Your videos on optimization and general tips are amazing! Surin, in terms of Dynamic Light optimization, does your video on Mobile Shadow Optimization is the one that would be the best? Would you consider eventually, if time allows, to make a Dynamic Light tutorial for mobile in mind? Thanks in advance, and I click as fast as possible whenever I see an upload from you!

yurig.
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Interesting. How do you know the landscape causes the crashes? Did you use a world partitioned landscape btw which was crashing?

MrOnsightfree
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can you make a video on how much polygon should we invest on different assets for android

mahiralnahian
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The thing that I did in my game. It is not only about memory management that scks completely for landscapes, but it's general performance, the way the octree is implemented and the way it generates lods for it is just completely disgusting.
World partition specifically does solve problem with material complexity, but, the number of components being generated and HLOD management is just terrible. It's worth just using tiled world from static meshes than WP in general. Would never recommend anybody. The difference is so huge that this is basically that just simply x2-x3 performance increase .

МаксимПоляков-ннм
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just tell in the begining what and how and why.. i just had enought to search for a proper solution throughout your video... it looks like click bait anyway... dont explain, just say it!!

radosawzaremba