[4.7.2] No affect MobileContentScaleFactor on Android device
I found an issue for screen resolution on android device.
I'm trying to make my game playing on ACTUAL resolution for any device. so I set +CVars=r.MobileContentScaleFactor=0 in DefaultDeviceProfile.ini as following.
because, if r.MobileContentFactor is 0, it can be set actual resolution on android device as following code AndroidWIndow.cpp
but, IT DIDN'T WORK.
so, I followed the log using logcat and found wrong sequence of initializing. (my device's resolution is 1920x1200)
I think this is wrong sequence of initialization.
anyway I've solved this problem temporarily to set r.MobileContentScaleFactor value to DefaultEngine.ini.
It works. but it is removed when I modify DefaultEngine.ini in Project Setting Window. so this is not comfortable way.
is there any solution except modifying DefaultEngine.ini?
asked Mar 18 '15 at 12:56 AM in Bug Reports
Thank you for your patience. I have just ran a search in our Jira database and found that a Bug Report (UE-13406) has been written for r.MobileContentScaleFactor is not working on Android devices. It is marked as a critical bug and worked on being fixed for the 4.8 release of UE4. At this time, I am uncertain as to is it will make it for that release or when that release will be but I will be sure to keep you posted as I know more.
Thanks and have a great day!
answered Apr 10 '15 at 05:13 PM
[Epic] Gribbs ♦♦ STAFF
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