# Android Device Profiles

**URL:** <https://forums.unrealengine.com/t/android-device-profiles/305978>\
**Category:** Mobile\
**Tags:** Mobile, unreal-engine, Android, question\
**Created:** [February 4, 2015, 4:26pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978 "2015-02-04T16:26:57Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![spaceharry](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@spaceharry](https://forums.unrealengine.com/u/spaceharry)\
**Post date:** [February 4, 2015, 4:26pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/1 "2015-02-04T16:26:57Z")

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I don’t understand which devices are related to the Android device profiles high, mid and low in the ini file.

Adreno 320 and 330 target the respective GPU, but how is high, mid and low defined?

In the GitHub c++ code I also couldn’t find any information about that.

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**Author:** ![Triplelexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/triplelexx/32/1156732_2.png) [@Triplelexx](https://forums.unrealengine.com/u/Triplelexx)\
**Post date:** [March 5, 2015, 6:18am UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/2 "2015-03-05T06:18:08Z")

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I also am interested in how device profiles from the selector plugin correspond to ini files. Where might I find a definition example for ProfileName “Android\_Adreno330” \>

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**Author:** ![Triplelexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/triplelexx/32/1156732_2.png) [@Triplelexx](https://forums.unrealengine.com/u/Triplelexx)\
**Post date:** [March 6, 2015, 8:43pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/3 "2015-03-06T20:43:45Z")

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Is there a project that uses anything but a default Android device profile?

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**Author:** ![wittlief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wittlief\_1](https://forums.unrealengine.com/u/wittlief_1)\
**Post date:** [March 6, 2015, 11:37pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/4 "2015-03-06T23:37:24Z")

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Hi Triplelexx,

Here is some documentation that might have the answers you need:

> **[Performance Guidelines for Mobile Devices](https://docs.unrealengine.com/5.1/en-US/performance-guidelines-for-mobile-devices-in-unreal-engine/)**
>
> Optimizing content and features for mobile games.

and

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

If that doesn’t help, let me know.

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**Author:** ![Triplelexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/triplelexx/32/1156732_2.png) [@Triplelexx](https://forums.unrealengine.com/u/Triplelexx)\
**Post date:** [March 7, 2015, 5:28pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/5 "2015-03-07T17:28:21Z")

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Hi wittlief,

I was unable to find anything covering the subject there.  
I’m referring to using the AndroidDeviceProfileSelector. Which is a runtime plugin.

If the plugin is enabled it will call a function GetRuntimeDeviceProfileName.  
This function will run some logic to decide what device profile to use.  
That all looks pretty clear to me.

What I don’t understand is that there are some different profile names defined there, such as spaceharry was referring to, yet I have only been able to find a generic Android profile.  
I am interested in what parameters they might define.

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**Author:** ![wittlief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wittlief\_1](https://forums.unrealengine.com/u/wittlief_1)\
**Post date:** [March 9, 2015, 2:50pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/6 "2015-03-09T14:50:17Z")

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Hi Triplelexx,

I am unfamiliar with the plugin you’re using, can you provide a link to where you’ve acquired it? Is it constructed specifically for use with the Unreal Editor? It may be that you will need to get more clear instructions from the creator.

Thanks very much!

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**Author:** ![spaceharry](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@spaceharry](https://forums.unrealengine.com/u/spaceharry)\
**Post date:** [March 9, 2015, 6:17pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/7 "2015-03-09T18:17:52Z")

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I think he was talking about AndroidDeviceProfileSelectorModule source files from Github.

I think the only way to change how UE chooses which devices are low, mid and high is to edit this source file. If correct I will mark this question as resolved.

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**Author:** ![wittlief\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wittlief\_1](https://forums.unrealengine.com/u/wittlief_1)\
**Post date:** [March 9, 2015, 8:35pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/8 "2015-03-09T20:35:58Z")

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Ok gents, I have some clarification on the device profiles:

AndroidDeviceProfileSelectorModule.cpp does the profile detection.

This starts off by using the platform, in this case “Android”. Then, it looks for specific GPUs it recognizes (Android\_Adreno320, Android\_Adreno330, Android\_Adreno330\_Ver53, Android\_TegraK1, Android\_Tegra4) to use instead.

The profiles are in [project]/Config/DefaultDeviceProfiles.ini and Engine/Config/BaseDeviceProfiles.ini. These profile fields set some cvars then select another profile to apply. Nothing directly selects Android\_High, Android\_Mid, or Android\_High.

The can provide their own detection plugin to replace AndroidDeviceProfileSelectorModule.cpp to add new profiles.

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**Author:** ![spaceharry](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@spaceharry](https://forums.unrealengine.com/u/spaceharry)\
**Post date:** [March 9, 2015, 9:52pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/9 "2015-03-09T21:52:36Z")

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**THX**!!

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<div class="post-metadata">

**Author:** ![Triplelexx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/triplelexx/32/1156732_2.png) [@Triplelexx](https://forums.unrealengine.com/u/Triplelexx)\
**Post date:** [March 10, 2015, 4:51am UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/10 "2015-03-10T04:51:45Z")

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Cool, found the cvars, many thanks sir!

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**Author:** ![anonymous\_user\_b84061fe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b84061fe](https://forums.unrealengine.com/u/anonymous_user_b84061fe)\
**Post date:** [January 27, 2016, 6:22pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/11 "2016-01-27T18:22:31Z")

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Is it also possible to add a new profile part, wich will select the Android\_Low Profile for my Adreno305 GPU?

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**Author:** ![anonymous\_user\_a08c0bf2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a08c0bf2](https://forums.unrealengine.com/u/anonymous_user_a08c0bf2)\
**Post date:** [February 3, 2016, 5:27pm UTC](https://forums.unrealengine.com/t/android-device-profiles/305978/12 "2016-02-03T17:27:43Z")

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TJ1999,

Here is a documentation for [setting up device profiles][1]. You may be able to change the setting to Android\_Low by adjusting it within the BaseDeviceProfiles.ini file.

[Setting Up Device Profiles in Unreal Engine | Unreal Engine 5.1 Documentation](https://docs.unrealengine.com/latest/INT/Platforms/DeviceProfiles/index.html)
