Play Integrity API 可帮助您检查游戏是否未经修改、是否由 Google Play 安装,以及是否在搭载 Android 的正版设备或 Google Play 游戏电脑版的正版实例上运行。当您检测到危险流量时,游戏的后端服务器可以做出响应,以防止未经授权的访问和作弊。如需了解如何将此功能与 Unreal Engine 插件集成,请参阅文档和 Runtime API 参考文档。
Play 应用内更新
借助 Play 应用内更新功能,您可以在有新版本可用时提示用户更新到游戏的最新版本,而无需用户访问 Play 商店。如需了解如何将此功能与 Unreal Engine 插件集成,请参阅文档和 Runtime API 参考文档。
Play 应用内评价
借助 Play 应用内评价,您可以提示用户提交 Play 商店的评分和评价,而无需退出游戏。如需了解如何将此功能与 Unreal Engine 插件集成,请参阅文档和运行时 API 参考文档。
[null,null,["最后更新时间 (UTC):2025-07-27。"],[],[],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."]]