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.
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.
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.