I can't get correct android resolution settings

I’m trying to deploy a UMG-based project to android devices.
One is a phone running a Qualcomm Adreno 306, 540x960 & running android 6.0.
The other is a tablet running a quad core ARM Mali 400 MP, 1024x768 & running android 4.1.1.

In UEditor I have designed the full screen widgets with a custom native resolution of 1024x768. However, when launching to the devices only the first menu widget is fullscreen resolution and the following ones are all about 0.5 in scale. The profile that is by default used is Android_Mid for these devices and I have tried in DefaultDeviceProfiles.ini.

[Android_Mid DeviceProfile]
+CVars=r.MobileContentScaleFactor=0.0

to get the native resolution setting but again the output on the android device past the first UMG widget is shrunk and image quality gets reduced in the tablet launch.

There are no clear cut resources on how to properly port a UE4 mobile game to android and I would really appreciate a good pointer as to what I can do.

Okay, so as a new person using UE4 I wasn’t aware of the DPI scaling settings and how they affected my application as well as the effect of anchors on widget dimensions when DPI scaled.
(Doesn’t help that UE4 tutorials on YT for example don’t give you this rundown.)

For anyone else who is also mindboggled about how to deal with mobile resolutions or resolution changes on different devices for UI. Read up on:

  1. Scale UI for Different Devices | Unreal Engine Documentation
  2. Anchors | Unreal Engine Documentation

and also have a look around as to how to set devlice profiles using DefaultDeviceProfiles.ini.