[BUG] DPI scaling on iPhone 4S seems to be incorrect
UMG's DPI scale for the iPhone 4S' resolution of 640x960 defaults to 0.59. This looks fine in the editor, but on the actual device the scaling is off by quite a large margin. After playing around with the settings, a DPI scale of 0.29 seemed to give the correct results on the device, but looked completely wrong in the editor, and changing the DPI curve in that way threw out the scaling of all the other devices we have. We don't have any other 640x960 devices to test on, but running the game on PC in a 640x960 window gives different results to the 4S, so it looks like there might be something weird about that device.
I could only find one previous Question on here that seemed to raise this issue, and it was resolved due to a lack of response from the original poster.
asked Sep 29 '15 at 11:03 AM in Bug Reports
We were able to reproduce this issue on our end. I have written up a report (UE-21815) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day
answered Oct 05 '15 at 08:53 PM
Rudy Q ♦♦ STAFF
The IPhone4S, by default, will run with a ContentScaleFactor of 1.0, which means that it is running at non-retina, or 320x480, NOT 640x960.
Your DPI scale curve doesn't go down to 320. Try adjusting your curve, and it should work.
Or, try Windows at 320x480 :) Or set your DeviceProfiles to set r.ContentScaleFactor to 2 for the base IOS device to run at retina resolution (but then frame rate will be an issue).
answered Oct 14 '15 at 05:54 PM
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