If you switch your editor “Preview Rendering Level” (4.22 and above I believe) to "Android ES2, you should see similar results to what you’re getting in the HMD.
To compile Android GLE Shaders, you need an offline/external compiler found here:
…and as demonstrated by toggling your material “Platform Stats” in the material asset window.
After you’ve downloaded the offline compiler, just input the file path in your editor preferences to establish the compiler connection and deploy as normal.
Finally, if all else fails…check your number of dynamic lights. Mobile devices have hard restrictions on the number of movable lights. If you exceed the max amount, all lighting will be lost.
More info on restrictions here: Lighting for Mobile Platforms | Unreal Engine Documentation