Hello, sorry for the delayed response.
To be honest hard to say how to fix this, could you explain better what “pixelated” means to you may be filtering is broken? Do you have the same effect in the editor when using a mobile emulator?
You are using the Android mobile phone in your GearVR headset so maybe you could take a screenshot? https://www.greenbot.com/article/282…oid-phone.html
My first shot would be that its something related to sampling textures on mobile.
-
Try to enable UV calculation in the vertex shader (it’s less accurate but faster and can help to remove dependent sampling in pixel shader)
MI_DefaultSky.VertexShaderUV=true -
Open textures used in your blueprint as CloudsLayer1 and CloudsLayer2. Change the filtering mode from to trilinear to bilinear)
Sometimes this kind of bugs can be related to the device, did you tried to run this game on another phone?