Description

r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution.

It seems that r.MobileContentScaleFactor is being ignored. User are encountering this issue as am I to the best of my knowledge(This is potentially just lack of knowledge for me). Jeff Flynn mentioned that a GPU dump may yield better information.

Older forum post in which a user found a work around related to r.MobileContentScaleFactor:
https://forums.unrealengine.com/t/ue5-ios-r-mobilecontentscalefactor-getting-ignored/241640

Steps to Reproduce
  1. Create a New Blank Project with out Starter Content
  2. In the Project's directory navigate to <ProjectName>/Config
  3. Create a Text File named DefaultDeviceProfiles.ini
  4. Paste this text into the .ini: 
    [IOS DeviceProfile]
    +CVars=r.MobileContentScaleFactor=2;
    
  1. Save the current level then set it as the Game Default Map in Project Settings 
  2. Create a Widget named "WBP_Res" with a Canvas and 3 Text Blocks that outputs the Get Screen Resolution, Viewport Size, and Get Default Resolution
    1. Set the Text Blocks to be a variable
    2. In the Graph in the Event Construct get a Get Game User Settings node
    3. From the Setting node Get Screen Resolution
    4. Get a reference to the Text Block then set its text via the Set Text(Text) node
    5. Connect the Get Screen Resolution to the Set Text(Text) node
    6. Get a Get Default Resolution node
    7. Get a reference to the next Text Block then set its text via the Set Text(Text) node
    8. Connect the Get Default Resolution node to the Set Text(Text) node
    9. Get a Get Viewport Size node
    10. Get a reference to the next Text Block then set its text via the Set Text(Text) node
    11. Connect the Get Viewport Size node to the Set Text(Text) node
    12. Compile then close the widget
  3. In the Level Blueprints create WBP_Res then add it to viewport
    1. In Event BeginPlay drag off then create a Create Widget node
    2. Assign WBP_Res for class
    3. Assign the Player Controller to Owning Player
    4. From the Return Value output pin drag off then get an "Add to Viewport" node
    5. Connect the Add to Viewport to the Create Widget execution pin
    6. Compile then close the widget
  4. Package, install, and launch on iOS

Expected Results:
A higher resolution will be used.

Actual Results:
Lower resolution is used for the game. In the case of iPhone 11 : 812 x 375

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-144079 in the post.

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Fixed
ComponentUE - Platform - Mobile
Affects Versions5.0
Target Fix5.0
Fix Commit19260968
Main Commit19269187
Release Commit19260968
CreatedFeb 28, 2022
ResolvedMar 4, 2022
UpdatedJan 25, 2023