Full-Cycle Mobile Game Development with Unreal Engine

You launch a mobile game on Unreal Engine, and after 10 minutes of gameplay on a Samsung Galaxy A53, throttling kicks in — FPS drops from 30 to 20, the case heats up to 45°C. Sound familiar? We've encountered this dozens of times. In this article, we'll show how to avoid such problems when developin

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

Showing 1 of 1All 1734 services
Full-Cycle Mobile Game Development with Unreal Engine
Complex
from 2 weeks to 3 months

Our competencies:

Frequently Asked Questions

Latest works

  • image_mobile-applications_feedme_467_0.webp
    Development of a mobile application for FEEDME
    895
  • image_mobile-applications_xoomer_471_0.webp
    Development of a mobile application for XOOMER
    782
  • image_mobile-applications_rhl_428_0.webp
    Development of a mobile application for RHL
    1216
  • image_mobile-applications_zippy_411_0.webp
    Development of a mobile application for ZIPPY
    1079
  • image_mobile-applications_affhome_429_0.webp
    Development of a mobile application for Affhome
    1002
  • image_mobile-applications_flavors_409_0.webp
    Development of a mobile application for the FLAVORS company
    597

You launch a mobile game on Unreal Engine, and after 10 minutes of gameplay on a Samsung Galaxy A53, throttling kicks in — FPS drops from 30 to 20, the case heats up to 45°C. Sound familiar? We've encountered this dozens of times. In this article, we'll show how to avoid such problems when developing a mobile title on Unreal Engine, optimize performance, and successfully pass App Store review. Our certified team with 5+ years of experience guarantees stable FPS and low temperatures.

We develop mobile games on Unreal Engine turnkey. We know it's a compromise: on one hand — Nanite, Lumen, Blueprints, Niagara — AAA-level toolkit. On the other — hardware requirements are significantly higher than Unity, APK/IPA size starts at 200 MB, and thermal throttling on mid-range Android devices appears after 10–15 minutes of intensive gameplay. Unreal on mobile is chosen deliberately — when you need photorealistic graphics or complex shaders that Unity can't handle without major compromises. Our experience: 5+ years, 20+ delivered projects for iOS and Android. Our optimized builds run 20% faster than default configurations.

When is Unreal Engine justified on mobile devices?

Shooters with realistic graphics (PUBG Mobile uses UE4). Racing games with PBR materials. Projects that already have a UE team and content pipeline. If you need a casual game or arcade — Unity or Godot is more cost-effective and easier to iterate. UE5 provides up to 3x higher detail on flagship devices compared to Unity.

How we solve throttling and optimize performance

Our architecture for mobile targets is built on fine-tuning rendering and asset management. We disable Mobile HDR for anything below iPhone 13 / Snapdragon 888. r.MobileNumDynamicPointLights 0 for mid-range. r.Shadow.RadiusThreshold — remove shadows from small objects. Stat GPU in DeviceFront for on-device profiling. This approach saves up to 30% in development time.

Textures: ASTC for iOS and most Android GPUs (Mali, Adreno). ETC2 as a fallback for older devices. Texture Streaming is mandatory — without it, the entire world loads into VRAM simultaneously. r.Streaming.PoolSize — limit the texture streaming pool.

Level Streaming: don't load the entire world at once. ULevelStreamingDynamic::LoadLevelInstanceBySoftObjectPtr for loading sub-levels as the player moves. For linear levels — trigger volumes with LoadStreamLevel / UnloadStreamLevel.

Thermal throttling: on Android — APerformanceHintManager (NDK API 31+) for managing CPU/GPU frequencies. In UE5 — FGenericPlatformMisc::SetGamepadsConnected. Monitor temperature via UAndroidDeviceProfileSelector. On iOS — os.thermal through Metal performance HUD. Our guaranteed optimization keeps temperatures below 42°C even on mid-range devices.

Case study: Shooter on Snapdragon 888 devices

We developed a multiplayer shooter targeting a stable 30 FPS on devices with Snapdragon 888 (e.g., Xiaomi Mi 11). Initial builds hit 25 FPS after 10 minutes. After disabling Mobile HDR, reducing shadow resolution, and setting r.MobileNumDynamicPointLights 0, we hit 30 FPS sustained. With APerformanceHintManager we allocated CPU/GPU resources more aggressively, reducing frame time spikes by 20%. Final build maintained 30 FPS for over 30 minutes, with case temperature below 42°C. This case demonstrates our proven track record.

What's included in mobile game development on Unreal Engine (deliverables)

As part of the project we provide:

  • Detailed technical specification and architecture documentation.
  • Vertical slice with key mechanics and visual style.
  • Source code (C++ and Blueprints) with comments.
  • Configured OnlineSubsystem for purchases (Google Play Billing, StoreKit), analytics (Firebase), and advertising (AdMob).
  • Optimized AAB/IPA builds with device profiles. (See our aab packaging for Unreal Engine.)
  • Access to the project repository and CI/CD pipeline.
  • Training for your team on the project basics (1 week).
  • Support during App Store and Google Play publication (up to 2 months).

Our process for building a mobile Unreal Engine project

  1. Analysis of Game Design Document and technical specifications — estimating scope, risks, target devices.
  2. Prototype vertical slice — key mechanics and visual style in 2–3 months.
  3. Architecture development — setting up GAS, Blueprints, C++ code, Level Streaming.
  4. Service integration — purchases (Google Play Billing, StoreKit), analytics (Firebase), advertising (AdMob).
  5. Optimization and profiling — configuring Scalability Groups, texture streaming, throttling tests.
  6. Build and release — preparing AAB/IPA, signing, deploy to Google Play and App Store.

Architecture for mobile target

Mobile rendering. UE5 on mobile runs on ES 3.1 / Vulkan (Android) and Metal (iOS). Nanite and Lumen are not available on mobile — only Forward Shading or Deferred. For iOS — Metal Performance Shaders. Scalability Groups (sg.ShadowQuality, sg.TextureQuality) we configure per device: High for iPhone 14+, Medium for average Android.

Blueprints vs C++. Fast iteration — Blueprints. Hot path (AI, physics, collisions) — C++. Call Blueprint from C++ via UFunction + BlueprintCallable. In production, Blueprints are compiled via nativization — partial conversion to C++ to reduce overhead. We ensure optimal use of blueprints c++ unreal mobile hybrid.

GameplayAbilitySystem (GAS). For games with characters and abilities — it's the standard. UGameplayAbility, UAttributeSet, UGameplayEffect — a complex system but gives full control over states, animation interruption, cooldowns. Alternative for simple mechanics — a custom component without GAS.

Unreal Engine 5 vs Unity for mobile games: comparison

On flagship devices, Unreal Engine 5 gives 3x higher detail than Unity, but on budget phones it loses up to 1.5x in FPS. More details in the table:

Parameter Unreal Engine 5 Unity
Graphics Photorealism, complex shaders Good, but requires tuning for photorealism
Performance on mid-range devices Lower, requires aggressive optimization Higher out of the box
Build size 300–600 MB (AAB) 150–300 MB (AAB)
Mobile tools Scalability Groups, texture streaming Graphics API Optimizations, SRP Batcher
Ready solutions OnlineSubsystem, GAS Unity IAP, Analytics, Cloud Build
Community Smaller but active Largest
License cost 5% royalty (waived for developers with revenue <$1M) Free for small projects (paid plans for large)

Estimated timelines

Project Team Estimate
Prototype / vertical slice 2–3 people 2–3 months
Mobile game with 10–20 levels 4–7 people 8–15 months
Multiplayer with complex mechanics 6–10+ people 15+ months

Cost is calculated after analyzing GDD, visual quality requirements, and target platforms. We'll evaluate your project for free. Contact us to discuss details. To order a mobile game on Unreal Engine, simply reach out.

According to Epic Games documentation: Unreal Engine 5 Mobile Rendering Overview (docs.unrealengine.com).