We’re using terrains in all but three of our game scenes. When launching one of the scenes containing a landscape object we are seeing immediate crash to the device home screen.
I have included a crashlog demonstrative of this from the device. Removing the terrain from the scene restores playability such as it is.
What version were you using when this occurred? The 4.5 preview, a GitHub build, 4.4 release? Can you post a build log for the game in question or at least a console log from its execution?
Actually, just knowing it was the preview build is enough. There was a crash utilizing landscapes that was fixed about three hours after the preview build was created, so this particular issue is actually fixed in the final build for 4.5.
You can get a console log from the device by utilizing iPhone Configuration Utility. If you install that, you are able to see output from devices on your PC. The program is a little buggy tho and seems to be more so with iOS 8, but it is currently the only way to get logs from device on PC. On Mac, you can use the XCode Device Manager to see the console output.
I’m really interested in moving to using the source build of the engine on my Windows box for a variety of reasons. My Mac no longer publishes packaged builds into the selected directory; no longer updates the build number associated with the project, and I can no longer make builds for ios in Windows because we’ve added source code to the project. My concern is that if I am running a source version of the engine, will the rest of my team (designers and artists) be able to run binary versions in the same version space without project conversion? The wording in the dialogs that pop up are disconcerting. Probably would be better as a separate question.
They would all need to go to the source version, but could be provided a binary editor from you which would still allow launch on of your project. We don’t necessarily build the project for code projects from Launch On because an artist may not have source, and the binary release doesn’t support iOS code projects only because setting up the remote build tools is non-trivial. We do plan to have building code-based projects for iOS in a future build, just not quite yet.
Aside from the problems with build packaging (build numbers, not copying the final ipa) on the Mac it’s also taking a dreadfully long time to do the PVR compression whenever I pull updates from Perforce. Frustrating to say the least.
Can you post a build log from the mac? I might be able to diagnose the packaging issue. As for the PVR compression, you can switch to a lower quality compression setting to improve iteration times. In your DefaultEngine.ini file add the following:
I just wanted to check in with you and see if this issue has been resolved with the release of 4.5. Please be sure to let me know so that I may take look into this issue deeper or close it out.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
I don’t have any additional information to add other than build numbers when deploying to iOS are still not being incremented as they were before 4.3 - Should I open a new udar for it?