P.S. As you can see is much older Adreno GPU processor works with UE4 much better.
P.P.S. I used not quite standard Sidescroller (added some transparent sprites;))
As gameDNA studio said, it may be due to Mobile HDR. The Mali drivers did not support floating point render targets until recently so we had to emulate it with a mosiac mode (checkerboard of two different exposure values which is resolved during post processing).
Because I tested a standard example 2D SideScroller, Mobile HDR course disabled by default X)
Once again I draw your attention to the fact that the low FPS likely associated with transparency
Somewhere about 60-70% area of device screen
Do you mean that Nexus 4 (2012, Antutu 27.316) more powerful then Meizu M1 Note (2014, Antutu 39.833) or Meizu MX4 pro (2014, Antutu 46.553)? X))))))))))))))))))
To figure out what the problem is, try turning off various parts of your code, and see how much frame rate improves with each.
For example, turn off blending and render everything opaque, to see if it’s a blending thing.
Turn off certain elements (characters, backgrounds, text, etc) to see if they have a particular effect.
Reduce textures to small (32x32) textures to see if large textures are a problem.
Keep going, until you have a feel for what the actual problem is.
I’ve long time ago found that the problem is transparency.
The question is how to solve this problem and why older and less powerful Nexus 4 works with UE4 better than more powerful devices based on Mali GPU??
How many times I must to write about what the old Nexus 4 haven’t problems with transparency?
Do you really think that I haven’t learned this issue from all sides?