This will now revert to low quality mode for android
Tested on Nexus 6P with Android 7.0
Suggest that on mobile the background is not rendered in real time, instead we render the blurred image for one frame and use that same image for subsequent frames as long as the blur widget is still onscreen. So if the user brings up an overlay window which blurs the background, the background game scene will appear to pause.
Result: Observe that the area where the blur is in the UMG widget is rendered black
Expected: Parity with the editor and pie
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-39515 in the post.