I using device below profile.
[iPhone5S DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.BloomQuality=1
+CVars=r.DepthOfFieldQuality=0
+CVars=r.LightShaftQuality=0
+CVars=r.RefractionQuality=0
;+CVars=sg.EffectsQuality=3
;+CVars=r.ParticleLODBias=0
+CVars=fx.MaxCPUParticlesPerEmitter=100
+CVars=r.MaterialQualityLevel=2
Running Log (stuck)
2016-10-11 16:36:20.774 MYAPP[287:13307] LogInit: Compiled (32-bit): Sep 28 2016 02:25:19
2016-10-11 16:36:20.775 MYAPP[287:13307] LogInit: Compiled with Clang: 8.0.0 (clang-800.0.38)
2016-10-11 16:36:20.775 MYAPP[287:13307] LogInit: Build Configuration: Development
2016-10-11 16:36:20.775 MYAPP[287:13307] LogInit: Branch Name: ++UE4+Release-4.13
2016-10-11 16:36:20.776 MYAPP[287:13307] LogInit: Command line: /Game/TestMap -Messaging -SessionId=7FD2BD55264A2D3499F9539557CA12AF -SessionOwner="kimsang-u" -SessionName="Launch On Device" -iterative /Users/kimsang-u/Documents/Unreal Projects/MYAPP/MYAPP.uproject
2016-10-11 16:36:20.776 MYAPP[287:13307] LogInit: Base directory:
2016-10-11 16:36:20.776 MYAPP[287:13307] LogInit: Installed Engine Build: 0
2016-10-11 16:36:20.788 MYAPP[287:13307] LogInit: Presizing for max 131072 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
2016-10-11 16:36:20.824 MYAPP[287:13307] LogInit: Object subsystem initialized
2016-10-11 16:36:20.841 MYAPP[287:13307] [2016.10.11-07.36.20:841][ 0]LogIOS: Selected Device Profile: [IPhone5S]
2016-10-11 16:36:20.841 MYAPP[287:13307] [2016.10.11-07.36.20:841][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [IPhone5S]
2016-10-11 16:36:20.937 MYAPP[287:13307] [2016.10.11-07.36.20:937][ 0]LogInit: Setting Device Profile CVar: [[r.BloomQuality:1]]
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][ 0]LogInit: Setting Device Profile CVar: [[r.DepthOfFieldQuality:0]]
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][ 0]LogInit: Setting Device Profile CVar: [[r.LightShaftQuality:0]]
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][ 0]LogInit: Setting Device Profile CVar: [[r.RefractionQuality:0]]
LogConsoleManager:Warning: Setting the console variable 'sg.EffectsQuality' with 'SetByDeviceProfile' was ignored as it is lower priority than the previous 'SetByCode'
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][ 0]LogConsoleManager:Warning: Setting the console variable 'sg.EffectsQuality' with 'SetByDeviceProfile' was ignored as it is lower priority than the previous 'SetByCode'
2016-10-11 16:36:20.939 MYAPP[287:13307] [2016.10.11-07.36.20:939][ 0]LogInit: Setting Device Profile CVar: [[sg.EffectsQuality:3]]
2016-10-11 16:36:20.939 MYAPP[287:13307] Ensure condition failed: false [File:/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp] [Line: 3448]
The ini file '../../../MYAPP/Saved/Config/IOS/DeviceProfiles.ini' tries to set the console variable 'r.ParticleLODBias' marked with ECVF_Cheat, this is only allowed in consolevariables.ini
LogOutputDevice:Error: Ensure condition failed: false [File:/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp] [Line: 3448]
2016-10-11 16:36:20.939 MYAPP[287:13307] [2016.10.11-07.36.20:939][ 0]LogOutputDevice:Error: Ensure condition failed: false [File:/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp] [Line: 3448]
2016-10-11 16:36:20.940 MYAPP[287:13307] [2016.10.11-07.36.20:939][ 0]LogStats: FDebug::EnsureFailed - 0.001 s
ECVF_Cheat ? ParticleLODBias ?
It seems a bug.
And my another question is doubted that it is also UE bug.