GoogleVR UE4.18+; Improper Res-Scale on Galaxy S7 Devices

I have still encountered the following issue from deployment to GoogleVR on Galaxy S7 devices using Unreal.

My application works fine when set to it’s native WQHD resolution, but for quite some time now the default resolution has been set to 1920x1080 by Android on S7 Devices, and this causes the rendering in each eye to be skewed. I need to make sure that users have a reliable experience with the application. It appears to be caused by improper DPI scaling.

Apparently this was worked on in Unity’s integration of the GoogleVR Unity SDK (1.10.170249286) in 5.6. What is the current status of this in Unreal? Are there any workarounds I can use, such as a way to force a user’s device resolution temporarily or some other workaround for S7 devices?

Also, the pipeline for creating GoogleVR content in 4.20 - 4.22 is significantly impaired, if not outright broken, by UE-65983

See:
https://forums.unrealengine.com/development-discussion/vr-ar-development/1560734-googlevr-crash-opening-application-on-device

https://forums.unrealengine.com/development-discussion/vr-ar-development/1562300-googlevr-crash-with-4-21

From memory you need to set the mobilescalefactor for each android profile. You do this in the DefaultDeviceProfiles.ini file located in the config folder. I attached mine (zipped) DefaultDeviceProfiles.zipif you want to try it out (you should be able to just place it there I think). Noticed in several places I needed to set:

r.MobileContentScaleFactor=0
&
r.DefaultFeature.AntiAliasing=3

to get it looking right on all devices.

RE: all the issues with 4.20+ make sure to report it to Epic if you haven’t already - the more voices reporting it the more likely they might fix it one day :frowning: :smiley:
https://epicsupport.force.com/unrealengine/s/

Thanks for the insight Aussie, saw your comments on other posts, and I’ve already done my best to report what issues I have run into.

I’ll get this a try and see if that helps.

Also @aussieburger, have you found MSAA (r.DefaultFeature.AntiAliasing=3) necessary? Any explanation behind that?