These sort of posts are based on pure gossip and not fact and kind of annoy me a bit, but I’ll try and remain constructive.
So first, I use both Unity and UE4 and can tell you for a fact, that how good you game looks is down to your skill and abilities not really the engine, I get equal visuals on both (given a like for like machine).
So given the points above:
Are image effects (namely Bloom and Crease) supported on Android at all or not?
Yes, but as stated only on high end devices, as low end devices will run out of memory or would just be too slow.
To put this in context…from Unreal’s documents:
- Make sure lighting is built before running on device.
- Make sure most post process features are disabled. In fact, the only ones you can use for iPad4 are Temporal AA and the Film ones, including vignette. A bunch of expensive features like Bloom and DOF are enabled by default as we have the same settings between PC and mobile. Post features can easily cost 60+ms with the default settings. We hope to be able to use Bloom, DOF, and light shafts on higher end devices.
So as you can see even on iPad4 a super powered mobile device, Unreal say do not use Image Effects, so your answer is Unreal cannot do it in the real world.
The main device they support for mobile is anything with a K1 GPU, to put this into context it’s not even listed on Unitys Mobile Stats page, which is the best source for Mobile Stats usage on the net, and goes down as low as 0.0x% so we know that less that 1 in every 10,000 users has one of the devices you are suggesting you would like to target, meaning if you was expecting 1,000,000 downloads and for your game to be as popular as things like Angry Birds, you’d instead get maybe 10-100 downloads, which makes it kind of pointless only targeting the same devices as Unreal.
Now as for how Pro helps, well it depends on what you are creating, the three big features for me are Occlusion Culling, LOD and Static Batching, without LOD and Static Batching in particular most of the projects I create would struggle to run on the mid - high end devices.
With regards to bugs, UE4 is just as bad, the difference is I come from a time where Engines did not exist, so they are all just a bad as each other in some respects, but in reality I think they are all pretty amazing, I can now do a project that would have taken years in the old days in months.
I would suggest you post some screenshots of your game so people can advise you better on how to improve the visuals.