Play Integrity API 可協助您檢查遊戲是否未經修改、經由 Google Play 安裝,且在正版 Android 裝置或正版 Google Play 遊戲電腦版上運作。偵測到有風險的流量時,遊戲的後端伺服器就能做出回應,防止未經授權的存取和作弊行為。如要瞭解如何將這項功能與 Unreal Engine 外掛程式整合,請參閱說明文件和執行階段 API 參考資料。
Play 應用程式內更新
您可以使用 Play 應用程式內更新功能,在推出新版遊戲時提示使用者更新至最新版本,而無須使用者前往 Play 商店。如要瞭解如何將這項功能與 Unreal Engine 外掛程式整合,請參閱說明文件和 Runtime API 參考資料。
Play 應用程式內評論
您可以透過 Play 應用程式內評論功能,提示使用者提交 Play 商店評分和評論,無需退出遊戲。如要瞭解如何將這項功能與 Unreal Engine 外掛程式整合,請參閱說明文件和執行階段 API 參考資料。
[null,null,["上次更新時間:2025-07-27 (世界標準時間)。"],[],[],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."]]