r.MobileContentScaleFactor does'nt take effect on iPhone SE

Hello,

I’m using UE 4.12.5 and compile my project (only blueprint) for iOS on a PC in development mode (by the book) in the Devices Profiles I have setted r.MobileContentScaleFactor to 2 on iOS Device Profile and “Save as Default” :

  • Launching on an iPadAir the
    MobileContentScaleFactor take effect
  • Launching on an iPhone SE the
    resolution stay at 568x320 (portrait)
    while it should be 1136x640 ?

Thanks for your feedback :slight_smile:
Best Regards
Stéphane

Hey tefica,

Perhaps the iPhone SE is classified as a later generation model as it uses the A9 chipset (newer models).

I would try using the ‘r.MobileContentScaleFactor 3’ for the iPhone SE profile. If that does not work, try using a 1 instead of a 3 for scaling. I gathered this from our documentation which you can navigate to by following the link below.

Performance Guidelines for Mobile

Let me know if this was the correct solution or if you need further assistance.

Cheers,

Hi Andrew,
I have tried r.MobileContentScaleFactor to 1,2, 3 and even 0 for the iPhone SE profile but resolution still stay at 568x320…

Regards
Stéphane

Can you provide me with some steps so I can reproduce this issue on my end as well?

Are you simply creating an empty Blueprint project from the Launcher and deploying to your iPhone SE and iPad Air?

Let me know if you have further questions or need additional assistance.

Cheers,

Hi Andrew,

I have tested with a blank project, and backup the logs from the iPhone SE

Some line of the logs :

LogInit: Object subsystem initialized
[2016.07.14-14.22.41:892][  0]LogIOS: Selected Device Profile: [IPoneSE]
[2016.07.14-14.22.41:893][  0]LogInit: Applying CVar settings loaded from the selected device profile: [IPoneSE]
[2016.07.14-14.22.42:096][  0]LogIOS: Setting contentScaleFactor to 1.0000 (optimal = 2.0000)
[2016.07.14-14.22.42:096][  0]LogInit: Computer: iPhone-de-NewUi

it seem there is a typo error in the string representation of the Device : [IPoneSE]…

I will download a GitHub release of the UE4 and try to find where the issue could be,…

Thanks for your support
Best Regards
Stéphane

Nice catch tefica! Let me know what you discover. Did you edit the Device Profile list, or was this here by default?

Thanks,

Hi Andrew,

Correcting the IOSDeviceNames[] array on line 205 (Changing iPoneSE to iPhoneSE) in the GetDefaultDeviceProfileName() function Solved the problem (UE4.12.5) ヽ(•‿•)ノ

D:\UE4\UnrealEngine\Engine\Source\Runtime\Core\Public\IOS\IOSPlatformMisc.h

I planned to submit it on GitHub but it seems that the issue has been already detected → #2567

Next time, I will…

Thx,
Best Regards,
Stéphane