@AndrewHurley I did mess around and had the game (the second one, clean new project) print out some resolution and scale, both on tablet and pc, in standalone window. On the tablet image awfully zoomed in, I forced the device’s native res, using the r.setRes 1280x700 command. It did work out, but the scale just doesn’t follow. Unlike on PC, where the scale works just fine.
As I said, I did mess around in the MobileContentScaleFactor, but it seems like it just doesn’t care what I do. I also tried the r.ScreenPercentage (as I mentioned before) on both my mother’s tablet and on my tablet, but it doesn’t do anything. As you can see, the DPI curve is untouched, a clean new project this is. Whenever I changed something in the DPI curve, it jut made even the PC preview out of screen
EDIT: the images are sent as a different comment as it didn’t want to send it here, guess too much files.
I also have created a topic on NVidia’s forums, as this issue might be connected to the android code works and not UE here.
The last is a screenshot using UE 4.10, I just opened an example file and did not touch anything. Then I set up the mobile content scale factor, and yet again nothing has changed. btw I did install the proper android code works for the 4.10 as well.
So there are a few things I would like to clarify before I begin testing. Firstly, the DPI Scaling within the editor deals specifically with UMG supporting automatic scaling for resolution-independent UI. This means your UI is being scaled independently from everything else, including the CVAR Mobile Content Scale Factor.
Secondly, the device you are using is considered an Android_Low device which means the default and inherited Console Variables within the Device Profile are as follows:
The default resolution for your device (Cube U27GT-s) is 1280x800 so be sure that resolution is being output when you set the r.MobileContentScaleFactor to 0.0, this will use the native resolution of the device.
I am going to check another Android device in 4.12.5 to see if the MobileContentScaleFactor variable is indeed working as intended. Let me know if you have further questions or need additional assistance.
Cheers,
Thanks for the update. How to be sure that the native res is being output?
I set the scale to 0.0, that’s fine. what else?
Uhh so you meant that I should display my current res?
I did it, both the size and the scale. The results are on the screenshots above (if I got it right this time )
I put it in the tick, so I always get the actual size, if I mess around with the size as well.
The size is smaller than it should be (see on my screenshots above).
The zoomed in version is when I set it to the native res.
By the way yeah I got it wrong, it’s 1280x800, and not 700 (when I set the res via command line).
Create a simple Level Blueprint script that outputs your devices or current viewport size. This will return the X and Y values or Width and Height of your screen.
Let me know if you have further questions.
Thanks,
@AndrewHurley any luck, Sir?
Need me to do something? I tried messing around with the DPI curve, it only became worse.
Well to be sure your resolution and scale are indeed scaling correctly using the MobileContentScale factor variable, you want to keep that script I provided and then test by setting this variable to 0, 1, and 2 within the Android_Low device profile. Then when deployed onto the device you will want to check to make sure the screen resolution is correct for each variable.
Let me know if you have further questions or need additional assistance.
Cheers,
H
Strange. I did exactly as you said, first I made that script you sent, then I added the widget to the viewport and it say “0.0 0.0”
no clue. This was on scale factor 0.
I’m checking scale factor 2 now.
Exact same result. blurry as always
But I have full widgets in the game, meaning the whole screen is covered. Can’t it be the issue?
Tried it without the widget, same result. It doesn’t matter if I set the mobile content scale to 0, 1 or 2, I always get the same low res output. Now the print string worked fine, it said around 600x300 or what. But the scale was set to 2. Same on 1 and 0 as well.
For no apparent reason I tried this in my viewport on PC as well. It has no effect, no matter how high or low I scale it. (this time I changed all android’s scale, not just the low). It’s like the mobile content scale factor has no effect on my rig.
Tried this on standalone viewport, current viewport, mobile preview, and so on, all the same.
I also checked the res by checking the device output log, under the “Reallocating scene render targets to support” I indeed have 612X360, no matter what I do, this is on tablet. On PC, I get a decent res by default, but that does not change no matter what I do to the mobile content scale factor.
So I’d say the issue is that UE for me doesn’t take the mobile scale into account. Just need to resolve it
@AndrewHurley Sir, if you had a spare second, any luck on your end? could you force it high res? Here I failed
@AndrewHurley Sir, in this thread I have opened earlier Mr Babcock found a solution by putting some commands in an ini file. This worked fine for a new clean test project, but no matter what I can’t make my original project package, it gives launch errors.
Is it possible to move all my levels and assets to a clean new project so it works as nothing has happened?
Migrate could be helpful but copy past can also be done.
Migrate your level ,might get your whole level to clean project easily.
Yea, thanks, that worked. As usual, I found the solution right after I posted, but I rather left the post here in case it wouldn’t work.
The game can pack fine, and the res issue is solved as well. Only problem that the game size is 168 MB, way too big for a pre-rendered 2d mobile game like this, but so is life All 3 game modes are working perfectly and the engravings in my artwork are crisp jsut as I imagined them.
So for those interested in the official answer, "In the original project go to the Rendering project settings and turn off Mobile HDR, exit the editor, put the DefaultDeviceProfile.ini in the Config, delete the Binaries, Intermediate, Saved folders; restart the editor and load the project and try again. If you get the install failure it might be fixed by restarting the device.
Let me know if you have further questions or need additional assistance.
Cheers,