Thanks for the kind words; I’ll try to explain why this is not the best idea.
Funnily enough, stylized shading requires more resources than standard shading. Post-processing, all sorts of cool features, etc.
In addition, character models consist of many skeletal meshes, which does not accelerate their rendering. In addition, each material undergoes modifications in real time - hell, the game is built on this!
And I work with blueprints, and not with C ++ - there are many reasons for this. And this also negatively affects optimization.
In short, porting a game to an android requires several months of painstaking work involving highly paid professionals.
If someone gives me a big bag of money for porting a game to Android, I’ll think about it. But this bag has to be very big.