In brief
- Epic’s guide lists Unreal Engine 5.8 as the current version; Turnkey can be used to set up Android.
- Developer Mode and USB debugging must be enabled on the device; USB is recommended for the first connection.
- Quick Launch can build and package a project, then transfer it to a connected device in one step.
- Android App Bundles (AABs) can be used for Google Play; a universal APK can also be created for testing.
What will you learn in this guide?
To try an architectural presentation, interior design project or interactive visualization created in Unreal Engine on an Android device, you need to configure the project, connect the device and create an installation package. Following the workflow in Epic’s Android quick-start and packaging documentation, this guide covers the essential steps from setup through APK creation. It also looks at the AAB option for Google Play and texture formats to consider for device compatibility.
This workflow is suitable for anyone who wants to transfer an Unreal Editor project from a desktop to a phone for testing. The steps here do not imply that an architectural app or custom distribution system has been set up; additional configuration may be needed depending on the project.
Requirements: software, project and Android device
Epic’s quick-start guide lists Unreal Engine 5.8 as the current version. The same source specifies Android Studio Koala 2024.1.2 Patch 1, recommended Android SDK 35, NDK r27c and OpenJDK 21.0.3. Since requirements depend on the engine version, it’s important to consult the documentation for the UE version in use before installing.
Instead of installing the SDK, NDK and JDK components manually, you can set them up using Turnkey in Unreal Engine. According to Epic, Turnkey helps install components validated for the engine version. On the Android device, Developer Mode and USB debugging must be enabled. When you connect the device to the computer, approve data access and install any required drivers.
For UE 5.8, the source lists Android 8 or later and a 64-bit Arm-based processor as requirements. Among the supported graphics APIs, Vulkan 1.1 is available on Android 10 or later devices with drivers compatible with OpenGL ES 3.2. These are compatibility considerations to check when selecting target devices.
Preparing the project for Android
Create a mobile project. In the Unreal Editor Project Browser, choose a suitable template under Games. You can select Blueprint or C++ in the project defaults. Set Target Platform to Mobile and the quality settings to Scalable, then create the project. If you’re working with an existing project, check these settings and the project’s mobile requirements separately.
Install the Android toolchain. In the Editor menu, go to
Platforms > SDK Management > Android > Install SDKand follow the on-screen instructions. Turnkey can install Android Studio if it isn’t already present. It can also install command-line tools and the SDK, NDK and JDK components required for the engine version, and set the relevant environment variables. If you need to pin a specific Android Studio version or set up a headless build environment, use Epic’s advanced SDK setup documentation.Complete the Android project settings. Go to
Platforms > AndroidunderEdit > Project Settings. Set Android Package Name in theAPK Packagingsection to suit the project. Set Minimum SDK Version and Target SDK Version according to your target. If you see a warning that the project hasn’t been configured for Android, selectConfigure Nowto create the required platform files. If the button to accept the SDK license is enabled, accept the license as well.Run a quick device test. Connect the Android device with a USB cable; USB is recommended for the first deployment. Make sure Developer Mode and USB debugging are enabled, and that you’ve granted the connection permission on the device. In the Unreal Editor, open the
Platformsmenu on the main toolbar and select the device fromQuick Launch Current Level. Quick Launch cooks and packages the project, then sends it to the device. You can view progress in the Editor. If the project doesn’t start automatically after the transfer, open the app manually on the device.Package an APK. To create a standalone Android package, select
Android (Multi:ASTC,DXT,ETC2)fromPlatforms > Package Project > Android. Then open the packaging window viaPlatforms > Package Project > Package Project, choose a target folder and start the process. The output may include an APK and OBB;.batfiles for installing or uninstalling on a connected device may also be included. Other packaging documentation shows that output formats and installation helpers can vary by operating system.Install and verify on the device. When packaging is complete, check the output folder. The installation workflow described in the source for Windows runs
Install_[ProjectName]_Development.batwhile the device is connected over USB. Note that this file won’t install the app if no device is connected. For Linux, the documentation gives steps for running the installation script from a terminal and checking the connection withadb devices. After installation, verify that the app opens on the device.
Texture formats and the AAB option
Texture format selection depends on the hardware of the target devices. Epic’s packaging guide describes ETC2 as an option supported on OpenGL 3.x-class devices, while ASTC offers quality control through block size and is available only on some devices. The source associates DXT with NVIDIA Tegra GPUs. The multiple-format option in the quick-start guide supports packaging ASTC, DXT and ETC2 together. Don’t assume one format is suitable for every device without knowing the target device group.
You can also create an AAB for distribution on Google Play. To do so, enable Generate Bundle (AAB) in the App Bundles section under Project Settings > Platforms > Android. Packaging can create an AAB for upload and a universal APK for testing. An AAB lets the store generate APKs tailored to users’ devices. According to Epic’s documentation, the final APK size limit is 150 MB; this limit applies to the APK generated from the AAB, not to the AAB itself. AABs cannot be distributed with OBB files.
Impact on architecture and archviz workflows
This method gives architecture and interior design teams a way to test designs on Android devices, not just on desktop screens. For example, an interactive presentation project can be opened and checked on a device. However, since the sources provide no performance or visual-quality measurements, each target device needs to be tested separately. In particular, verify the texture format and the graphics APIs supported by the device.
For a quick on-device test, consider Quick Launch; for a standalone installation file, use the APK workflow; and for Google Play distribution, consider AAB packaging. Alongside hardware compatibility, SDK versions, project configuration and license acceptance are all part of the process. For projects intended for release, also check the target store’s SDK requirements.
Common issues
Device isn’t detected: Check Developer Mode and USB debugging, and approve the connection prompt on the device. USB is recommended for the first deployment.
Installation script doesn’t work: Make sure the device is connected by cable. On Linux,
adb devicescan help verify the connection.SDK or project configuration is incomplete: Complete the Turnkey setup, then check for the
Configure Nowwarning and SDK license in the Android project settings.Package isn’t suitable for the target device: Check texture format and graphics API support for the target devices; the sources note that different devices may support different formats.
Next steps
After the initial setup and device test, decide which Android devices and distribution format you’re targeting. If you plan to submit to Google Play, take current target SDK requirements into account: Epic’s documentation states that, from 31 August 2025, new apps and updates must target Android 15 (API 35), and that UE 5.7 or later supports this. Requirements can vary between stores, so consult the relevant distribution guides as well.
Sources and license
This guide has been adapted into Turkish based on Epic Games’ Unreal Engine Android Quick Start and packaging Android projects documentation. Both sources are official Epic Games developer documentation and are offered under an open-use license.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture firms and students in Turkey, the practical value of this workflow is that it lets you move an Unreal Engine project from desktop to an Android device and test it directly before a presentation. Quick Launch makes early checks easier, while an APK is a more suitable option for separate installation and testing.
However, don’t skip device compatibility, texture formats or SDK setup; don’t assume that a package that works on one phone will behave the same way on every target device. The sources provide no pricing information. When planning distribution, assess Google Play’s target SDK requirements, the AAB restriction on OBB files and the hardware support of the devices used in the office from the outset.
Frequently asked questions
How do you test an Unreal Engine project on an Android phone?
Enable Developer Mode and USB debugging on the device, then connect it to your computer. In the Unreal Editor, select the device from the Quick Launch section of the Platforms menu to package the project and transfer it to the device.
Should you create an APK or AAB for Unreal Engine on Android?
You can package an APK for standalone installation and testing. An AAB option is available for Google Play distribution; an APK suited to the user’s device is generated from the AAB.
Which texture formats can be used in an Unreal Engine Android package?
Epic’s documentation lists ETC2, DXT and ASTC. Since supported formats vary by device hardware, check the target devices.



