You can specify how different Platforms with different memory capabilities will run your Unreal Engine 4 (UE4) project, and what options they will use by adding Memory Buckets. To add this capability you will first need to open up your projects Engine.ini file (use Android/AndroidEngine.ini, IOS/IOSEngine.ini, or any of the PlatformNameEngine.ini files to set on a per platform basis) in a text editing program, and then add the following information:
Once you have the Memory Buckets setup in your projects Engine.ini file, you can open up your projects DeviceProfiles.ini file and specify which Memory Bucket should be associated with which setting. For example, to adjust how much memory the Texture Streaming Pool should use, you would add the following to your DeviceProfiles.ini file:
You can also use Memory Buckets to specify the rendering settings that will be used. In the following example, the TextureLODGroup for Textures that use the World setting have been setup so that if UE4 detects a device using Tiniest Memory Bucket it will adjust the MaxLODSize from 1024 to 256, reducing the needed memory for textures that have their LOD group set to World.
+TextureLODGroups=(Group=TEXTUREGROUP_World, MaxLODSize=1024, OptionalMaxLODSize=1024, OptionalLODBias=1, MaxLODSize_Smaller=1024, MaxLODSize_Smallest=1024, MaxLODSize_Tiniest=256, LODBias=0, LODBias_Smaller=0, LODBias_Smallest=1, MinMagFilter=aniso, MipFilter=point)