No glow/bloom on a mobile device?

I do not see any glow or bloom effect when deploying on a mobile device.

I have set a material as follows

In the editor it looks ok as if things are correct

But as soon as you attempt to run a shipping build in the actual hardware device THIS HAPPENS

I tested this on two devices Samsung galaxy S3 GT-19300 (MALI-400) and Asus Zenphone 5 (PowerVR SGX544MP2)

The result is exactly same on both , No bloom at all.

I googled and tried setting base profile settings (Both GPU are unlisted so I changed it in all profiles):

[Android DeviceProfile]
DeviceType=Android BaseProfileName=
+CVars=r.MobileContentScaleFactor=1
+CVars=r.BloomQuality=4
+CVars=r.DepthOfFieldQuality=0
+CVars=r.LightShaftQuality=0
+CVars=r.RefractionQuality=0

[Android_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=0.5

[Android_Mid DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.BloomQuality=4
+CVars=r.MobileContentScaleFactor=0.8

[Android_High DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.BloomQuality=4
+CVars=r.DepthOfFieldQuality=1
+CVars=r.LightShaftQuality=1
+CVars=r.MobileContentScaleFactor=1.0

[Android_Unrecognized DeviceProfile]
DeviceType=Android
BaseProfileName=Android

Still … No dice :frowning: Please help me out!

Without bloom almost every 3D game that uses explosions or other light FX is completely done for because there is no support for dynamic lights in mobile for UE4.

Bloom was the only way to simulate bright light FX like explosions, What would the devs do if this is not an option in UE4

I have not tried it myself. There should be a way to get it to work, but you should try to avoid it. There reason is the performance impact of post processing in general. It is not working well for mobile GPU’s. For your case with explosions the effect can easily be simulated with emissive particles with additive blending.

but what about dynamically glowing object with static location? ex.a flickering street light

You could use a billboard with a “glow” texture on it and make the billboard go dark as well when you make the emissive value in the light itself darker.

LOL a texture billboard will always face the camera, not a real solution, Damnit I hope we had some other means to simulate bloom or Atleast a documentation on device profiles that makes any sense at all