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Android DefaultDeviceProfiles not working


I've noticed that the Texture LODGroups won't take effect on Android devices. I have an Android device which has the [Android_Adreno330 DeviceProfile], which I can see by using the node Get active device Profile Name on the main level event begin play and printing it on the screen. So I'm 100% sure that I should be setting up the [Android_Adreno330 DeviceProfile]. When I setup the Mip Gen Settings to Blur5 just on the World texture group like this:


It doesn't register and it simply continues as a TMGS_SimpleAverage instead of TMGS_Blur5. I've then tried the [Android_High DeviceProfile] (which is the parent of the [Android_Adreno330 DeviceProfile]) and setup the Blur5 in there, but still no result. Then I've put the same line in the [Android DeviceProfile] and only then it worked. But I don't want for all the android devices the World texture group to be blur5.

So is there a bug in the engine preventing from reading the right texture LODGroups?

And just to be sure that I haven't messed up the defaultDeviceProfiles.ini I've placed the +CVars=r.MobileContentScaleFactor=0.6 in the [Android_Adreno330 DeviceProfile] to confirm that it reads this profile and it did, the resolution went down to 768 x 432.

As a side note, all the rest of the CVars (besides of the r.MobileContentScaleFactor) such as:

+CVars=r.MobileHDR=0 (which crashes the whole game when started on the android device)



You can download the DefaultDeviceProfiles.ini file here: https://drive.google.com/file/d/0B0V4AxfEEBovd012ZFhBaUZhMFE/view?usp=sharing

Why is this feature so broken in Unreal?


Product Version: UE 4.17
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asked Aug 25 '17 at 08:18 AM in Packaging & Deployment

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avatar image zaksi Sep 05 '17 at 04:37 PM

bump! Can shed some light on this issue?

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