Image.compress() on Android

Godot Version

4.4 Stable

Question

Has anyone encountered an issue where none of the Image.compress() compression methods work when building for android?
The code example:

func _ready():
	image = Image.load_from_file("res://icon.png")
	if image.compress(Image.COMPRESS_S3TC) == OK:
		print(image.is_compressed())
	if image.compress(Image.COMPRESS_ETC2) == OK:
		print(image.is_compressed())
	if image.compress(Image.COMPRESS_ASTC) == OK:
		print(image.is_compressed())
	texture = ImageTexture.create_from_image(image)

Will result in


Even with rendering/textures/vram_compression/import_s3tc_bptc set to true.

Desktop build compiles as intended:

I really need this to save up on some VRAM in my projects.
I have 24 and 34 Android Tools installed, no errors during compile.

Godot compresses imported textures automatically, are you trying to save memory on run-time generated images specifically?

Yeah, mostly involving loading png, jpg or webp images.