FSR Blueprint Library

FSR Mobile Library

The FSRMobileLibrary provides Blueprint nodes to directly configure AMD FidelityFX Super Resolution on mobile platforms. All nodes are located under the AMD Fidelity FX Mobile category.

Deprecated & Not Recommended: Newer temporal and hardware-aware methods, such as Arm ASR (Accuracy Super Resolution), offer superior visual reconstruction and performance for modern mobile hardware. It is generally not worth using this older FSR Mobile implementation in new projects.

These nodes are intended exclusively for mobile (Android/iOS) and use the older mobile-specific FSR implementation.

C++ Project Setup

To use these functions in C++, you must add the plugin's mobile module to your project's Build.cs file.

// YourProject.Build.cs
PublicDependencyModuleNames.AddRange(new string[] 
{ 
    "Core", 
    "CoreUObject", 
    "Engine", 
    "InputCore",
    "FSRMobile" // Required for FSR mobile functions
});

Upscaling Control

Enable FSR-Mobile

Enables or disables AMD FSR upscaling on mobile platforms. Supported FSR Versions: FSR Mobile

PinTypeDescription
bEnableBoolean (Input)Set to true to turn on mobile upscaling.
#include "FSRMobileLibrary.h"

void AMyGameManager::EnableMobileFSR()
{
    UFSRMobileLibrary::EnableFSRMobile(true);
}

Is FSR-Mobile Enabled

Checks if FSR upscaling for mobile is currently active. Supported FSR Versions: FSR Mobile

PinTypeDescription
Return ValueBoolean (Output)Returns true if mobile FSR is enabled.
#include "FSRMobileLibrary.h"

void AMyGameManager::CheckMobileFSR()
{
    bool bIsEnabled = UFSRMobileLibrary::IsFSRMobileEnabled();
}

Quality and Sharpness

Set FSR-Mobile Sharpness

Adjusts the post-upscaling sharpness level for mobile FSR. Supported FSR Versions: FSR Mobile

PinTypeDescription
SharpnessFloat (Input)The desired sharpness value (typically 0.0 to 1.0).
#include "FSRMobileLibrary.h"

void AMyGameManager::UpdateMobileSharpness(float NewSharpness)
{
    UFSRMobileLibrary::SetFSRMobileSharpness(NewSharpness);
}

Get FSR-Mobile Sharpness

Retrieves the current FSR mobile sharpness value. Supported FSR Versions: FSR Mobile

PinTypeDescription
Return ValueFloat (Output)The current sharpness value.
#include "FSRMobileLibrary.h"

void AMyGameManager::CheckMobileSharpness()
{
    float Sharpness = UFSRMobileLibrary::GetFSRMobileSharpness();
}

Advanced Mobile Configuration

Enable FSR-Mobile Denoise

Toggles the experimental denoising pass for mobile FSR. Supported FSR Versions: FSR Mobile

PinTypeDescription
bEnableBoolean (Input)Set to true to enable experimental denoising.
#include "FSRMobileLibrary.h"

void AMyGameManager::ToggleMobileDenoise()
{
    UFSRMobileLibrary::EnableFSRMobileDenoise(true);
}

Is FSR-Mobile Denoise Enabled

Checks if FSR mobile denoising is currently enabled. Supported FSR Versions: FSR Mobile

PinTypeDescription
Return ValueBoolean (Output)Returns true if denoising is enabled.
#include "FSRMobileLibrary.h"

void AMyGameManager::CheckMobileDenoise()
{
    bool bDenoiseActive = UFSRMobileLibrary::IsFSRMobileDenoiseEnabled();
}

Disable FSR-Mobile Compute

Disables the compute shader path for FSR Mobile, forcing a pixel shader fallback. Supported FSR Versions: FSR Mobile

PinTypeDescription
bDisableBoolean (Input)Set to true to disable compute shaders and force pixel shaders.
#include "FSRMobileLibrary.h"

void AMyGameManager::ForcePixelShaderFallback()
{
    // Disables compute shader mode for broader device compatibility
    UFSRMobileLibrary::DisableFSRMobileCompute(true);
}

Is FSR-Mobile Compute Mode Disabled

Checks if the compute shader path for FSR mobile is disabled. Supported FSR Versions: FSR Mobile

PinTypeDescription
Return ValueBoolean (Output)Returns true if the compute path is disabled.
#include "FSRMobileLibrary.h"

void AMyGameManager::CheckComputePath()
{
    bool bComputeDisabled = UFSRMobileLibrary::IsFSRMobileComputeModeDisabled();
}

Enable Upsampling For FSR-Mobile

Explicitly toggles the upsampling phase of the FSR mobile pipeline. Supported FSR Versions: FSR Mobile

PinTypeDescription
bEnableBoolean (Input)Set to true to enable the upsampling phase.
#include "FSRMobileLibrary.h"

void AMyGameManager::ToggleMobileUpsampling()
{
    UFSRMobileLibrary::EnableUpsamplingForFSRMobile(true);
}

Check FSR-Mobile Upsampling

Checks if the upsampling phase for FSR mobile is active. Supported FSR Versions: FSR Mobile

PinTypeDescription
Return ValueBoolean (Output)Returns true if upsampling is enabled.
#include "FSRMobileLibrary.h"

void AMyGameManager::CheckMobileUpsamplingStatus()
{
    bool bUpsamplingActive = UFSRMobileLibrary::CheckFSRMobileUpsampling();
}

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