Hi,
In my Android game, I give the player 4 buttons to control the overall scalability level of the game. I do that through Blueprints by calling SetOverallScalabilityLevel then apply to save. Having encountered many issues, especially with players with low-end devices, I would like to use device profiles instead (or as a complement).
My questions are:
- Which one takes precedence, device profiles or scalability levels? if I set sg.FoliageQuality to 0 in a device profile while the game user settings value is 3, which one is set?
- What’s the workflow here? Set some CVars through device profiles while others are left to the player’s choice?
Any ideas would be greatly appreciated! Thanks!