Hello,
it’s the first time i’m developing for iOS on UE4, I am using and iPad 2018 (9.7). The first thing I notice when deploying the app is that resolution is not quite the native, it looks a bit blurry, I searched for ways to fix this and found MobileContentScaleFactor, I have tried to assign it in BaseDeviceProfiles.ini on both engine and project folders, but I can’t see any changes when deploying.
I couldn’t find any device profile for ipad 6 (which I belive is the current version), so I created iPad5 and iPad6 profiles (I also tried iPad97), but there’s no change, here’s what I tried:
[iPad5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.MobileContentScaleFactor=2
[iPad6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.MobileContentScaleFactor=2
[iPad97 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.RenderTargetSwitchWorkaround=1
+CVars=r.MobileContentScaleFactor=2
Since this didn’t result in a full 2048x1536 resolution I modified MobileContentScaleFactor to 2 in every single iOS device on Engine/Config/BaseDeviceProfiles.ini, but it still didn’t change. I’m not sure if it’s a problem with not getting the right name of the device (I don’t know which one it should be), or if the MobileContentScaleFactor should be anything other than 2 in order to get full resolution.
Here’s a screenshot taken from the iPad: http://oi63.tinypic.com/5nqjow.jpg
I am just using a 2048x2048 texture on a plane in the background, and in an image in a widget on front, no scaling.
I’d like to know if anyone has had the same issue and has been able to solve it on iPad 2018,
Thanks a lot!