No problem, I think I’ll switch to Unity for a variety of other reasons, for the mobile Unity is the top
Thats great man.
The post processing on UMG doesn’t work on Mobile
What is your workaround for this guys ? Use a blurred texture instead ?
Sounds like you might have to resort to a plugin or modify the engine yourself from Source code.
To get bloom on split screen I had to change a 0 to a 1 in one of the source code files and compile the engine. If this is not as simple as that then you will have some C++ to learn.
Hey,
I have been investigating this issue. The blur is not working on Android even today in 2022. I have Unreal Engine version 4.27.2.
Also Epic has marked this bug as “Won’t Fix” Unreal Engine Issues and Bug Tracker (UE-65007)
You can use LowQualityFallbackBrush | Unreal Engine Documentation
as a fallback for the blur.
Blur can be enabled for android by setting “support backbuffer sampling on opengl” to true in Android settings in your project settings
Thank you
Thanks a ton! It works
This setting is greyed out - I’m using Android for the Quest3, so it’s a bit of a mystery why.
Is it solely for UMG, or does it need to be on for other MotionBlur effects, I’m trying to fake some blur with the “PreviousFrameSwitch” node.