Google Play Asset Delivery リファレンスでは、プロジェクトで Play Asset Delivery を有効にする方法、Android App Bundle でアセットパックになるアセット チャンクを作成するためのルールの指定方法、さらに install-time アセット、fast-follow アセット、on-demand アセットの活用方法について説明しています。
Play Integrity API
Play Integrity API を使用すると、ゲームが改変されていないか、Google Play によってインストールされたアプリか、正規の Android デバイスで実行されているかなどをチェックできます。ゲームのバックエンド サーバーは、危険なトラフィックを検出したときに対応し、不正アクセスや不正行為を防ぐことができます。この機能を Unreal Engine プラグインと統合する方法については、ドキュメントと Runtime API リファレンスをご覧ください。
Play アプリ内アップデート
Google Play アプリ内アップデートを使用すると、新しいバージョンが利用可能になったときに、ユーザーが Google Play ストアにアクセスしなくても、最新バージョンのゲームにアップデートするようユーザーに促すことができます。この機能を Unreal Engine プラグインと統合する方法については、ドキュメントと Runtime API リファレンスをご覧ください。
Play アプリ内レビュー
Play アプリ内レビューを使用すると、ゲームから離れることなく、Play ストアの評価とレビューを送信するようユーザーに促すことができます。この機能を Unreal Engine プラグインと統合する方法については、ドキュメントと ランタイム API リファレンスをご覧ください。
モバイル向けのレンダリング最適化に関するガイドでは、法線マップと多頂点メッシュをどのように使い分けるかなど、モバイルのパフォーマンスを最適化するためのガイドラインとベスト プラクティスを説明しています。描画呼び出し回数、メッシュ数、マテリアル ID 数の削減だけでなく、マテリアルの複雑さ、さらに、テクスチャの解像度、起動時間、パッケージ サイズの最適化について、基本的な内容を説明します。
[[["わかりやすい","easyToUnderstand","thumb-up"],["問題の解決に役立った","solvedMyProblem","thumb-up"],["その他","otherUp","thumb-up"]],[["必要な情報がない","missingTheInformationINeed","thumb-down"],["複雑すぎる / 手順が多すぎる","tooComplicatedTooManySteps","thumb-down"],["最新ではない","outOfDate","thumb-down"],["翻訳に関する問題","translationIssue","thumb-down"],["サンプル / コードに問題がある","samplesCodeIssue","thumb-down"],["その他","otherDown","thumb-down"]],["最終更新日 2025-07-27 UTC。"],[],[],null,["# Unreal on Android\n\nThe Unreal Engine developer documentation contains most of what you'll need to\nuse Unreal Engine to target Android devices.\n\nGetting started\n---------------\n\nThe [Android Quick Start](https://docs.unrealengine.com/SharingAndReleasing/Mobile/Android/GettingStarted/)\nguide covers most of what you'll need to begin Android development, including:\n\n- Creating a mobile project\n- Configuring the project to target Android\n- Setting up the editor for mobile renderer previews\n- Launching on an Android target device\n- Packaging your Android build into an APK for testing\n\nIf you're using Windows as your development platform, Unreal integrates with the\n[Android Game Development Extension](/games/agde) for Visual Studio.\n\nPackaging your project\n----------------------\n\nThe [Packaging Android Projects](https://docs.unrealengine.com/SharingAndReleasing/Mobile/Android/PackagingAndroidProject/)\nguide not only covers packaging your Android build into an APK file, it also\ncovers getting your build ready for distribution using [Android App Bundle](/platform/technology/app-bundle).\n\nPlay Asset Delivery\n-------------------\n\nThe [Google Play Asset Delivery](https://docs.unrealengine.com/SharingAndReleasing/Mobile/Android/Distribution/GooglePlayAssetDeliveryReference/)\nreference covers how to enable [Play Asset Delivery](/guide/playcore/asset-delivery) in your project, how to\ndesignate rules to create asset chunks that will become asset packs in the\nAndroid App Bundle, and how to take advantage of install-time, fast-follow, and\non-demand assets.\n\nPlay Integrity API\n------------------\n\nPlay Integrity API helps you check that your game is unmodified, installed by\nGoogle Play, and running on either a genuine Android-powered device or a genuine\ninstance of Google Play Games for PC. Your game's backend server can respond\nwhen you detect risky traffic to prevent unauthorized access and cheating. Refer\nto the [documentation](/google/play/integrity/setup#unreal-engine) and [Runtime API reference](/reference/unreal-engine/play/core/group/play-integrity) on how to integrate\nthis feature with the Unreal Engine plugin.\n\nPlay In-app Updates\n-------------------\n\nPlay In-app Updates lets you prompt users to update to the latest version of\nyour game, when a new version is available, without the user needing to visit\nthe Play Store. Refer to the [documentation](/guide/playcore/in-app-updates/unreal-engine) and [Runtime API reference](/reference/unreal-engine/play/core/group/play-in-app-updates)\non how to integrate this feature with the Unreal Engine plugin.\n\nPlay In-app Reviews\n-------------------\n\nPlay In-app Reviews lets you prompt users to submit Play Store ratings and\nreviews without leaving your game. Refer to the [documentation](/guide/playcore/in-app-review/unreal-engine) and [Runtime\nAPI reference](/reference/unreal-engine/play/core/group/play-in-app-reviews) on how to integrate this feature with the Unreal Engine\nplugin.\n\nGoogle Play Billing\n-------------------\n\nThe [In-app Purchases](https://docs.unrealengine.com/SharingAndReleasing/Mobile/Android/InAppPurchases/)\nguide covers how to configure your game for [Google Play's billing system](/google/play/billing),\nhow to read purchase information, and how to make purchases.\n\nVulkan API\n----------\n\n[Vulkan](/games/develop/use-vulkan) is a cross-platform, high-performance 3D graphics API that has low\noverhead compared with OpenGL ES.\n\nTo enable the Vulkan graphics API, navigate to\n**Project Settings \\\u003e Platforms \\\u003e Android \\\u003e Build** and select\n**Support Vulkan** . When you select both **Support Vulkan** and\n**Support OpenGL ES3.2**, Unreal uses Vulkan by default. If the device doesn't\nsupport Vulkan, Unreal falls back to OpenGL ES 3.2.\n**Figure 1.** Enable Vulkan by default and OpenGL ES 3.2 as a fallback.\n\nFrame pacing\n------------\n\nUnreal 4.25 and higher integrates the [Android Frame Pacing Library](/games/sdk/frame-pacing), which\nis part of the [Android Game Development Kit](/games/agdk). The [Mobile Frame\nPacing](https://docs.unrealengine.com/SharingAndReleasing/Mobile/Rendering/MobileFramePacing/)\narticle explains how to enable the Android Frame Pacing Library, and how to\ncontrol frame pacing from C++ code.\n\nRendering optimization\n----------------------\n\nThe [Rendering Optimization for Mobile](https://docs.unrealengine.com/SharingAndReleasing/Mobile/Performance/TipsAndTricks/)\nguide covers guidelines and best practices for optimizing mobile performance,\nincluding when to use normal maps versus high-vertex meshes. It covers the\nbasics for reducing draw calls, mesh count and material ID count, as well as\nmaterial complexity, optimizing texture resolution, boot time, and package size.\n\nBest practices\n--------------\n\nWe also have best practice articles around [art assets](/games/optimize/geometry), [identity](/games/distribute/pgs),\n[distribution](https://play.google.com/console/about/), and more that will help you as you navigate the\nAndroid ecosystem with Unreal Engine.\n\n16 KB page support\n------------------\n\nA page is the granularity at which an operating system manages [memory](https://android-developers.googleblog.com/2024/08/adding-16-kb-page-size-to-android.html).\nTo improve the operating system performance overall and to give device\nmanufacturers an option to make this trade-off, Android 15 (API level 35)\nand higher can run with 4 KB or 16 KB page sizes. Devices configured\nwith 16 KB page sizes use slightly more memory on average but also gain\nvarious performance improvements.\n\n[Unreal 5.6](https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes#android-2) and higher support 16 KB page sizes."]]