Android DefaultDeviceProfiles not working

Hi,

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:

+TextureLODGroups=(Group=TEXTUREGROUP_World,LODBias=0,NumStreamedMips=-1,MipGenSettings=TMGS_Blur5,MinLODSize=1,MaxLODSize=4096,MinMagFilter="aniso",MipFilter="point")

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)

+CVars=r.MaxAnisotropy=2

+CVars=r.MaterialQualityLevel=0

You can download the DefaultDeviceProfiles.ini file here:

Why is this feature so broken in Unreal?

Thanks

bump! Can shed some light on this issue?

I have similar issues with device profiles too and no answers whatsoever. It should be stated somewhere clearly: “Make games with UE4 for Android (or mobile) at your own risk!”