Different resolution problem on iphone 5 5s and 6. Also scene building black ( all meshes except fps character and spawned bots in levels)

Hello we are in the final stage of our game using 4.6.1 We successfully tested our game for iPad and it is working perfectly. Today when we tested development build in iPhone 5 5s and 6 we experienced strange resolution issues on all three devices. We checked resolution in engine and its showing proper.
5s was showing proper resolution so we decided to test further and found that all levels are building black. The materials are not lit up as if there is no light in the scene. Only sky and fps character and spawned bots are visible. This has put our entire team in spot. Please provide wuttg ttge solution. We have been searching on net for almost a week and couldnt find proper solution the problem.

When we tested again on 5s after few hours the entire scene was visible and I could play freely.

Please find images in attachment formalt textformform

form

Whilst simple, certainly worth reading over again. Maybe something will click…

https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Materials/index.html

https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/index.html

I have gone through all the suggestions and guidelines and have build according to that only. Our build for android and ipad is running properly without any problem. The only issues we are facing is of iphone 5 & 6. When we tested earlier using 4.5 it was running properly with few textures issues in UI but we rectified it and were successful testing it on iPad.

You can check the images in attachment to get the idea. Also when we tested performance on iPhone devices we are getting 60fps which I think is pretty healthy.

Howdy ,

Thank you for reporting this issue. In the UMG widget, If you change the Preview size to iPhone 5 or iPhone 6, is the Widget still showing in correctly? Have you used the DPI curve to adjust to the device you are using?

As for the building in black, does this only occur for one building or multiple buildings? Would you be able to replicate this issue on a blank template project?

Any additional information would be greatly appreciated.

Thanks and have a great day!

Hello Sean, we are using 4.6.1 and in umg widget there is no option for iPhone 6 preview. Also we tried to edit the DPI curve but failed to understand how it works. We have gone through the documentation for the same. If you could help us with it that will do great. We have stuck on this issue because of which we are not able to launch our 1st FPS game.

When looking at the DPI curve, add two keys. One key should have a resolution of 640 (iPhone 5/5s) and one should have a resolution of 750 (iPhone 6). You will have to adjust the numbers on the scale to fit the line on the DPI.

I found that these numbers fit:

  • iPhone 5: .55
  • iPhone 6: .66

You can also change the Scale rule to Longest side and see if that helps with how the UMG appears on the device.

Let me know if this helps with your issue

Sure Sean will check and get back to you.

You should be able to just add keys. I would leave those keys alone for the time being.

Hello Sean am I supposed to delete the keys which are there by default like 1080-1, 720-0.666 and 480-0.444

Or add keys in between or just modify the earlier keys?

Hello Sean, I checked with new values and still facing same problem. Is there any workaround that we can try? We are using landscape view for our game. Please find attachment. We tried different DP curve values but unable to get it right for iphone 6.

Waiting for your reply Sean. We are facing same problem for iPhone 5 as well. Whereas for iPhone 5s the screen fits in perfectly.

Hello ,

I may have a workaround that could be viable for your issue depending on your needs. I would suggest making an empty widget (we will call it the “Master” widget). You will need to add a scale box to this widget. The scale box should have it’s anchor set to the full screen anchor setting. The Master widget will added to the viewport any time that you would have a widget added to the viewport and the widget you would like to add will instead be added as a child to the scale box of the “Master” widget. I hope this helps.

In the following example I am adding “ViewportSize” to the screen using the Master Scaling widget method via the Level blueprint. I have also included the method for removing the widget from the screen.

Here is my “Master Widget”:

So in order to be concise:

  • You will be adding and removing all widget from the Master Widget when you would normally add them to the viewport
  • You will need to add the Master Widget to the viewport (Can be left up in most cases)
  • Due to the Anchor setup the Scale box will change size to fit the viewport size
  • Scale box will Scale UI to fit the screen

Make it a great day