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What happened with rendering on iOS Device ?

look a screenshot for example : http://s4.postimg.org/rhwb5xtul/Screenshot.png

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asked Jun 04 '14 at 02:52 PM in Packaging & Deployment

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Crazzy
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avatar image Crazzy Jun 04 '14 at 02:57 PM

i'm only download&run

avatar image Shadowriver Jun 04 '14 at 02:57 PM

Looks like lowered resolution scale for me

avatar image Crazzy Jun 04 '14 at 03:06 PM

hmm, may be, but where to change that or set ?

avatar image Crazzy Jun 04 '14 at 03:05 PM

hmm, may be, but where to change that or set ?

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2 answers: sort voted first

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

Thanks!

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answered Nov 25 '14 at 05:04 PM

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[Epic] Gribbs ♦♦ STAFF
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You have to tweak the r.MobileContentScaleFactor parameter in the Device Profile Editor (Window menu, in main editor toolbar). Natively iOS profile it's configured for non-retina screen. But... since 4.2 it does not work anymore for me. A walkaround I've found is to add a DefaultDeviceProfiles.ini file in YourProjectLocation/Config folder. Paste this (as my iPadMini2 is recognized as generic "iOS" plateform, I changed it for all iOS platforms):

 [iOS DeviceProfile]
 +CVars=r.MobileContentScaleFactor=2
 
 [iPadMini DeviceProfile]
 +CVars=r.MobileContentScaleFactor=2
 
 [iPadMini2 DeviceProfile]
 +CVars=r.MobileContentScaleFactor=2


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answered Jun 18 '14 at 03:01 PM

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metatomato
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