x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Game crashes on launch on android? And android package is so large?

I have just tried launching the game on my device via the launch button in 4.5 and when I try launching it from the app drawer the game just crashes?

Has anyone else had this issue and/or resolved it?

Thanks.

Product Version: Not Selected
Tags:
more ▼

asked Oct 25 '14 at 08:30 AM in Bug Reports

avatar image

Oscar Cooke-Abbott
542 54 59 71

avatar image [Epic] Gribbs ♦♦ STAFF Oct 27 '14 at 08:53 PM

Howdy WarLord,

Thank you for reporting this issue. I am just going to need a bit more information from you before I begin looking into this issue. Would you be able to attach you DXdiag and your project log files to this post? What platform and device are you attempting to deploy to? Any additional information would be greatly appreciated.

Thanks and have a great day!

avatar image Oscar Cooke-Abbott Oct 28 '14 at 01:29 AM

DXDIAG

By project log files do you mean the ones in the saved folder? There's only backup logs and one project log in there, no packaging logs as I recently cleaned them out.

Thanks for responding :)

avatar image [Epic] Gribbs ♦♦ STAFF Oct 29 '14 at 07:53 PM

Hey Warlord,

They are the ones in the saved folder. what device are you attempting to deploy to? Also, is this a code based project or a BP based project? Are you running UE4 off of Source or Binary?

Thanks!

avatar image Oscar Cooke-Abbott Oct 30 '14 at 10:46 AM

I am packaging the game (which is a massive 1.75gb file, even though the project files are only 70mb, if you could explain that it would be good) and then I am trying to install it on my HTC One M7. This is a blueprint project with no code, and I am running my project off of source, from the launcher.

Project Log

avatar image [Epic] Gribbs ♦♦ STAFF Nov 04 '14 at 06:40 PM

Hey WarLord,

The reason the file is so large is possibly because, though you may not be able to see it, if you started the project with the starting content, all of that content will get package with your game.

For your packaging error, would you be able to attach your build failed files to this post? Also, if you go into Windows Explorer and follow this route where you place your launcher files: 4.5\Engine\Binaries\DotNET , is there a file there named AutomationScripts?

Any additional information would be greatly appreciated.

Thanks!

avatar image Oscar Cooke-Abbott Nov 05 '14 at 08:22 AM

Thanks for commenting, but no, when I created this project I did not include starter content as in this case, it is useless to me.

Also I am not getting a packaging error, it's just not working on my phone when I package it, or plug it into my PC and launch it on phone from in-editor.

There is no file called 'automation scripts,' however there is a folder which contains two files and two folders with more files.

Other Info: I have the exact same project settings as tappy chicken.

But yes, finding out why it is so large is very important as I believe that may be why its not working; it just has too much useless data?

Thanks :)

[EDIT] PS. I looked through the files and the thing that is taking up so much space is the .obb file that gets generated at packaging, in case that is of any use to you :)

avatar image [Epic] Gribbs ♦♦ STAFF Nov 07 '14 at 04:08 PM

Looks like an attempt to build for Shipping/distribution without a keystore. I'd suggest using development and see if it works. Also, try packaging and using the install batch file to see if there are any install errors in the adb logcat.

avatar image Oscar Cooke-Abbott Nov 08 '14 at 11:41 AM

I just tried repackaging it in development and it didn't work. I've also checked and I have every single setting the same as Tappy Chicken's and yet it compiles a massive .obb and doesn't work?

avatar image [Epic] Gribbs ♦♦ STAFF Nov 10 '14 at 09:20 PM

Hey Warlord,

Would you be able to attach your entire DXdiag? When you pull up your DXdiag, click on the Save all information button and it should create a text document that you can attach. I may need that information if a bug report needs to be filed.

Thanks and have a great day!

avatar image [Epic] Gribbs ♦♦ STAFF Nov 10 '14 at 10:28 PM

The OBB is likely so large because you have packaged for Android which cooks and packages all texture formats. Choosing just one texture format (ETC1 is supposed by all Android devices) will reduce the size and cook/package time.

1.75 gb is a large OBB; it is possible this may be the issue. It may have failed to installed or found at startup.

Really need to see the logcat from the device at this point if possible.

Thanks!

avatar image Oscar Cooke-Abbott Nov 12 '14 at 10:34 AM

It is true that I packaged for all android platforms, however when I package Tappy Chicken with the same settings and as all android platforms in one, it is still only a tiny file.

So I can't figure out why mine is so big and not working when the project files are only slightly larger than Tappy Chicken's, and both projects have the same settings?

PS. What is a 'logcat'?

avatar image [Epic] Gribbs ♦♦ STAFF Nov 12 '14 at 10:30 PM

Hey Warlord,

You should be able to get that information by going to this site: https://developer.nvidia.com/tegra-android-development-pack and downloading the NVPACK. Once it is downloaded, you can use this route to find the Android Device Monitor: C:\NVPACK\android-sdk-windows\tools\monitor.bat

Once that is up and running, you will need to create this folder under the Saved Filters tab: alt text

Once created, be sure that the device does not have any instance of the UE4 game running in the background. Then, on the right middle side of the Android Device monitor, you will see a red x over a document. Press this to clear the log and then press the app on your device.

Under the tab that you have created, you should see logs being created. when the log slow down to a halt, select all of the logs and, next to that red x, hit the save option. this will create a file that you should be able to share here.

logcat.jpg (53.0 kB)
avatar image [Epic] Gribbs ♦♦ STAFF Nov 12 '14 at 10:43 PM

There are a few ways to get the logcat. The user can run monitor.bat (as shown above; found in android-sdk-windows\tools)and select log messages to save, or the following commands with adb.exe may be used:

Clears the log:

adb logcat -c

Shows log messages to screen (Ctrl-C to stop):

adb logcat

Dump all log messages to a file:

adb logcat > log.txt

Dump just UE4 tagged messages to a file:

adb logcat > logUE4.txt

NOTE: for the last two command you will see nothing and need to press Ctrl-C to quit when done to complete writing to the file.

avatar image Oscar Cooke-Abbott Nov 13 '14 at 09:04 AM

Sorry, but I cannot do this as when I try and launch the game on my phone, it just seems to take forever to launch, and never finishes. I guess this is due to the ridiculously large file size.

avatar image [Epic] Gribbs ♦♦ STAFF Nov 13 '14 at 07:11 PM

Even when the project is attempting to load on the phone, are you unable to see any logs being created?

avatar image Oscar Cooke-Abbott Nov 15 '14 at 06:50 AM

I just tried porting my assets over to Tappy Chicken and removing Tappy Chicken assets then packaging, and it still packages as 1.75gb. So the problem has something to do with my assets, and not the project's settings. I cannot figure out what's wrong with my assets though as all together they are less than 50mb?

Maybe UE4 doesn't like 4k textures or .wav files?

avatar image [Epic] Gribbs ♦♦ STAFF Nov 18 '14 at 05:13 PM

4096 is the max recommended for textures and wav is the default media type for audio in the Engine.

By chance, Have you deleted all of the references of Tappy Chicken from the level? Also, would you be able to share the project with me so that i may test out the issue internally? You can send me the project privately via the Forums if you wish. Here is a link to my page so that you can private message me: https://forums.unrealengine.com/member.php?4890-Sean-Gribbin

Thanks!

avatar image Oscar Cooke-Abbott Nov 19 '14 at 06:22 AM

Well, as I said, I did originally create the project in a completely empty project, and packaging it in that created the 1.75gb file.

And sure, I'll send it to you :) Thanks.

avatar image [Epic] Gribbs ♦♦ STAFF Nov 19 '14 at 04:17 PM

Thanks for the project WarLord. I have been looking it through it this morning and checking to see why the file size is so large. I noticed that this project still has a lot of unwanted assets located throughout it. This post may help you lower the size of the project: https://answers.unrealengine.com/questions/70842/why-are-android-file-sizes-so-big.html

In this post, aussieburger is providing a workaround that may help lower the size of the project.

Let me know if this helps any.

avatar image Oscar Cooke-Abbott Nov 19 '14 at 10:44 PM

Three things first, if you don't mind: 1. If I delete these folders, will UMG still work as I am using it in my project? 2. As far as I know, I am using all the assets contained within my project as I only ever imported what I was going to use? 3. On that question they said that 'make sure you replace them otherwise UE4 won't open next time.' But Tappy Chicken opens just fine, so why does it package properly?

Thanks.

avatar image [Epic] Gribbs ♦♦ STAFF Dec 02 '14 at 08:22 PM

Hey Warlord,

Deleting these files should not have an impact on your project, but I would test this out to be 100% sure.

This is true, but the engine has preloaded content that a larger project then expected.

Tappy Chicken has been stripped bare so that it basically requires nothing to download that project.

I have asked for a bit of additional information in the post below. If possible, please let me know if trying that helps at all.

Thanks and have a great day!

avatar image [Epic] Gribbs ♦♦ STAFF Nov 21 '14 at 04:37 PM

I am unsure as to whether i have previously asked this, but are you curently pacakaging the project for Android (all) or for a different Android setting?

If you are using Android (all), i would highly recommend trying to package for Android (ETC1)

avatar image Oscar Cooke-Abbott Dec 03 '14 at 02:51 AM

I am packaging for all, but packaging for ETC 1 still creates a massive file.

avatar image [Epic] Gribbs ♦♦ STAFF Dec 08 '14 at 03:10 PM

Hey Warlord,

The next thing I'd recommend is looking in the project directory for Saved\StagedBuilds\Android_ETC1[package name]\Content\Paks for a pak file. This is the result of the cook and packaging.

There is a utility call UnrealPak.exe in the Engine/Binaries/Win64 directory. Extract the contents of the pak file using this tool:

unrealpak [full path to pak file] -Extract [full path destination directory]

This is everything included in the OBB so you can see if there is content that shouldn't be included and what size they cooked to.

avatar image Oscar Cooke-Abbott Dec 10 '14 at 06:19 AM

Thankyou for the idea but when I try opening unrealpak.exe it flashes for an instant and does nothing, and when I use cmd.exe to run the unrealpak [path]... it says an error ['unrealpak' is recognised as an internal or external command, operable program or batch file]? What is going on here?

avatar image [Epic] Gribbs ♦♦ STAFF Dec 16 '14 at 08:00 PM

The error seems to be with when trying to run it. Is it being ran from a command prompt with a proper path to the unrealpak.exe?

avatar image Oscar Cooke-Abbott Dec 19 '14 at 03:15 AM

I have managed to extract it after changing directory after restarting but upon completion it says it was completed successfully but no file was created in the destination? PS I have viewing hidden items enabled

avatar image [Epic] Gribbs ♦♦ STAFF Dec 24 '14 at 05:32 PM

Hey WarLord,

Sorry about the lack of a response. I just wanted to keep you updated with the issues I am having currently. So I reopened your project and and I am unable to package your project on Android on the 4.6.1 version of UE4. I am going to see if I cant try it out again later and package your project. I will be sure to keep you updated.

Thanks!

androidsetup.jpg (98.0 kB)
avatar image Oscar Cooke-Abbott Dec 25 '14 at 12:37 AM

The minor delay in your response was fine, don't worry about it, and thankyou for helping me so far :)

avatar image [Epic] Gribbs ♦♦ STAFF Dec 31 '14 at 08:29 PM

Howdy Warlord,

I thought i responded back to this issue but i must of been mistaken. So i have attempted to change a couple of Blueprints around so that i may be able to deploy the project to an Android device and have been unsuccessful. I was able to get the project to deploy to an iOS device. I have been able to see the errors in the Blueprint Widget when updating the project to a newer version of UE4. After doing so was the way i was able to deploy to iOS. I am going to keep trying to deploy to Android and i will be sure to keep you posted.

Have a great day!

avatar image [Epic] Gribbs ♦♦ STAFF Dec 31 '14 at 09:52 PM

Ok, So I finally got the project to deploy on my HTC one device. Here are the steps that I took:

1) I opened a brand new 2d template project in 4.6.1 and then closed the project

2) Opened Windows Explorer and the transferred over all of the content from the project you sent me and then transferred it into the new project, replacing the existing folders

3) Went back into the new project and changed the Project settings to this set up:

alt text 4) Made sure that the project ran in the Editor.

5) Packaged and deployed to the HTC one

The project size was 100MB.

Let me know if this helps with your issue.

Thanks!

avatar image Oscar Cooke-Abbott Jan 01 '15 at 02:42 AM

Thankyou for replying, however this did not fix my issue. As I said previously, it seems as though the issue has to do with my assets, as no matter what project I put them in, it always becomes a massive project, despite the fact that besides the music, the content folder is only about the same size as tappy chicken's.

avatar image [Epic] Gribbs ♦♦ STAFF Jan 02 '15 at 03:20 PM

Would you still be merging in your project into Tappy Chicken or would you be using a default 2D project template?

avatar image Oscar Cooke-Abbott Jan 02 '15 at 03:22 PM

That time I tried both a blank template (which is what it was created in) and I also tried using the 2D sidescroller and deleting and replacing the contents of it, neither worked.

avatar image [Epic] Gribbs ♦♦ STAFF Jan 02 '15 at 04:04 PM

I sent you a private message, via the forums, to the project you have created and i have worked on a bit. I just want to see what happens when you attempt to package. Be sure to let me know if you run into any errors.

Thanks!

avatar image Oscar Cooke-Abbott Jan 03 '15 at 10:49 AM

When I try packaging the version you sent me it gives me this error:

 MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: ERROR: cmd.exe failed with args /c "C:\NVPACK\apache-ant-1.8.2/bin/ant.bat" -quiet debug
 MainFrameActions: Packaging (Android (ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
 MainFrameActions: Packaging (Android (ETC1)): Program.Main: AutomationTool exiting with ExitCode=1
 MainFrameActions: Packaging (Android (ETC1)): Domain_ProcessExit
 MainFrameActions: Packaging (Android (ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
 MainFrameActions: Packaging (Android (ETC1)): copying UAT log files...
 MainFrameActions: Packaging (Android (ETC1)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
 MainFrameActions: Packaging (Android (ETC1)): BUILD FAILED
avatar image [Epic] Gribbs ♦♦ STAFF Jan 05 '15 at 04:07 PM

Would you happen to have 'For Distribution' checked in the Project Settings>Packaging section? (I apologize if i missed this in a previous comment)

avatar image Oscar Cooke-Abbott Jan 05 '15 at 04:09 PM

No, neither in my version, nor the version you sent me was it 'for distribution' I've always had it on development.

avatar image [Epic] Gribbs ♦♦ STAFF Jan 08 '15 at 04:06 PM

Would you be able to attach your entire Build failed log? This may help to decipher what may be occurring.

Thanks!

avatar image Oscar Cooke-Abbott Jan 09 '15 at 01:26 AM

Where are the 'build failed' logs located and what is their naming convention?

avatar image [Epic] Gribbs ♦♦ STAFF Jan 12 '15 at 08:00 PM

There was a user experiencing a similar issue with the same error message that you are seeing, They were able to fix the issue by opening the SDK Manager in "C:\NVPACK\android-sdk-windows" and downloading all Tools. After that they were able to build there project.

avatar image [Epic] Gribbs ♦♦ STAFF Jan 12 '15 at 10:06 PM

Hey Warlord,

So i have just had a chat with a developer about the issue and may have found what can help with your project.

First, The textures in your project are causing the HUGE size of the project. If you open up each texture that is 4096x4096 and change the LOD Bias to 3 or 4, it will decrease the size of the project dramatically.

Second, when packaging, the SDK is having issues locating the correct folder. It seems to be trying to reference 'ProjectName' instead of 'Project_Name'. Create a new project with no underscore or space and then ONLY paste over the Contents folder. This may help with the packaging process.

Let me know if this helps with your project any.

avatar image [Epic] Gribbs ♦♦ STAFF Jan 15 '15 at 01:48 PM

It also seemed that in every folder, when transferred over, there was a desktop.ini file. This .ini file was causing the project to fail building for me. I had to go in and manually remove every Desktop.ini file in order to package.

avatar image Oscar Cooke-Abbott Jan 15 '15 at 02:17 PM

So I tried your advice of lowering the LOD bias to lower levels that still look good, and it lowered the packaged size from about 1gb to 150mb for ETC1, however upon trying to package it onto my phone it still doesn't work.

And also, even though the packaged size is way smaller now, its still no where as small as I think it should be and as it needs to be, why is my project still 150mb when TappyChicken is like 8mb? I still don't understand since it's still the same size when I package it from a previously Tappy Chicken project? And also, shouldn't the relative contents size in the packaged project be smaller since UE4 compresses files upon packaging?

avatar image [Epic] Gribbs ♦♦ STAFF Jan 23 '15 at 04:31 PM

Hey WarLord,

Sorry about the lack of a response. i have been looking into this issue and sent you a new zip file with the project I have been using to test. If you are unable to package the project, please be sure to include the build failed files here so that I could further investigate.

Thanks!

avatar image [Epic] Gribbs ♦♦ STAFF Jan 29 '15 at 05:33 PM

Howdy Warlord,

Just wanted to check in with you and see if you had a chance to test that zip file that I sent your way. Let me know when ever you get the chance.

Thanks!

avatar image Oscar Cooke-Abbott Feb 03 '15 at 07:10 AM

Sorry, but I have tried opening your version but it never actually has any assets in it, even though the assets and data exist in the files?

alt text

avatar image [Epic] Gribbs ♦♦ STAFF Feb 03 '15 at 02:26 PM

I have just uploaded a the content folder and shared it with you on the forums. You should be able to replace the current content folder with this one. Let me know if it works or you come across the same error.

avatar image Oscar Cooke-Abbott Feb 06 '15 at 11:27 PM

Ok, so I was able to open it and it packaged fine, however it outputted at the same file size as my version. PS. I think the reason why the game is not working might be a compatibility issue with my HTC One M7? But that still doesnt explain the super large file size.

avatar image [Epic] Gribbs ♦♦ STAFF Feb 10 '15 at 08:02 PM

Would the texture LODs be at that large size once again?

I have also checked about the compatibility of the HTC One M7. Is is currently not on our list of Supported Devices, but this does not mean that the device will not support projects though. It just may up below expected graphically wise on the device.

All of the supported devices or shown on the Android Device Compatibility sheet located on our Wiki.

Thanks!

avatar image Oscar Cooke-Abbott Feb 10 '15 at 08:20 PM

No, the LODs were at the settings I set, so it was outputting at that size, but it is still really big (250MB) and not working on my phone. I still don't understand why it doesn't package as small as Tappy Chicken, since it has the same sized contents folder. And as for the issue with my phone, when I package onto my computer and then run the file it creates with my phone plugged in, it opens up, then just stops doing anything, and if I try running to my phone in the editor, the cooking either stops right near the end, and doesnt fully complete, it completes and it doesnt run on my phone, saying 'Apple Tap stopped working', or it just fails packaging.

avatar image [Epic] Gribbs ♦♦ STAFF Feb 12 '15 at 03:00 PM

Would your phone be experiencing a similar error on your device when you package and deploy a blank template project or would this be project specific?

avatar image Oscar Cooke-Abbott Feb 17 '15 at 06:27 AM

Ok so I packaged a brand new project and it worked fine on my HTC One. However I noticed that the size of the packaged project was 63mb, for the standard project? Why is that even so large?

avatar image [Epic] Gribbs ♦♦ STAFF Feb 17 '15 at 10:29 PM

Hey WarLord,

I just wanted to let you know that I have reached out to a fellow developer for a better clarification on what could be occurring. I am unsure as to when they are going to respond but I will be sure to update you as soon as I receive a response.

Thanks!

avatar image [Epic] Gribbs ♦♦ STAFF Feb 24 '15 at 02:14 PM

Howdy WarLord,

I have just received word that the packaging size issue has been addressed and will be included in the 4.7 release of UE4. I am unsure as to when this release will be made public as we are still working to better this release at the moment. I will keep you informed as I know more.

Thanks!

avatar image Oscar Cooke-Abbott Feb 24 '15 at 08:21 PM

Ok awesome! I eagerly await the full release :D Thanks :)

avatar image [Epic] Gribbs ♦♦ STAFF Feb 24 '15 at 08:25 PM

The full release was made public about an hour ago. Be sure to give it a go and let me know that outcome of your testing. If you hit any large package sizes, be sure to let me know so that I may further investigate.

Thanks!

avatar image Oscar Cooke-Abbott Feb 24 '15 at 08:58 PM

Ok sweet!

I'll let you know how it goes once I get home :)

avatar image Oscar Cooke-Abbott Feb 25 '15 at 05:16 AM

Ok so the packaging size is smaller, in the case of packaging all together it is quite a bit, but ETC1 is only about 5/6 the previous size.

The game also still does not work on my phone :(

avatar image [Epic] Gribbs ♦♦ STAFF Feb 26 '15 at 10:15 PM

I was working on your project a little bit more and have been able to get the packaging size down to 85 MB. Is that the packaging size that you have been seeing? (I used ETC1)

Also, where is the error occurring exactly? Are you able to get the app on the device? Are you getting a failure when deploying? I just want to be sure to test all cases of where the error may be occurring.

Thanks!

avatar image Oscar Cooke-Abbott Feb 27 '15 at 01:06 AM

Ok, so when I package the project in the full 4,7, with a few new assets that I've added, it packaged to ~210mb on ETC1, when I package for AndroidALL it's only ~360mb, whereas prior to 4.7 it was ~320mb ETC1 and ~960mb for ALL. The error seems to be occurring during installation to the device as it has an error, however when launching to the device from the editor, not a batch file, it doesn't have an error but still doesn't work. I am able to get it on the device but it instantly crashes when I try to open it. Also, could it the be the audio that's making the file size large? As the audio is 25mb, about half the content size?

avatar image [Epic] Gribbs ♦♦ STAFF Feb 27 '15 at 08:49 PM

Hey WarLord,

There is a possibility that the audio may be causing the large file size. i have not seen this occur for any other project but it may be issue that would need to be addressed. Would you be able to package the project without having the audio in the project? I wouldn't fully delete the audio but just remove it from the project and see if the packaging size becomes smaller.

I am also unsure of what you have added to the project.

I know before you were having an issue when trying to pull the monitor logs. If you attempt to get the logs now, would you still be running into the same problem? Since the application is crashing on the device and not on the deployment, these logs would be extremely beneficial. If the have the device hooked up and the monitor open, you should generate logs in that program.

if you do test this, please be sure to let me know so that I may be able to further assist you with your project.

Thanks!

avatar image Oscar Cooke-Abbott Mar 06 '15 at 10:55 AM

Ok, so I tried packaging without the audio and the files created totalled only 2mb less in size. I also followed your instructions again to get the logcat, however no logs were created after I launched the game on my phone?

Thanks.

avatar image [Epic] Gribbs ♦♦ STAFF Mar 09 '15 at 11:21 PM

Since the updates to the new versions of UE4, are you able to package a blank template project and deploy it to your mobile device? and if so, What is the size of that project once packaged?

Thanks.

avatar image Oscar Cooke-Abbott Mar 11 '15 at 06:29 AM

I have always been able to package and deploy blank projects successfully, and so the newest version is no different. The size of the blank project packaged in 4.7.2 is ~60MB with no starter content.

However I have just noticed that in the packaging one of the messages that comes up a bit is 'the compiler should be updated'.

Is this an issue, and if so, does it lie with the engine or my javaSDK install?

avatar image [Epic] Gribbs ♦♦ STAFF Mar 12 '15 at 12:54 PM

Would you be able to attach that log so that I may be able to further investigate? This would help me to see the errors that you are seeing when packaging.

Thanks

avatar image Oscar Cooke-Abbott Mar 14 '15 at 12:29 PM

Which project? The blank project or game project? Also which log, as there are multiple logs in each project of course.

avatar image [Epic] Gribbs ♦♦ STAFF Mar 14 '15 at 01:42 PM

The game project would be the best to look since it is the project that is causing the issue.

As for the logs, the build logs would the most beneficial. This will give me a better idea as to what may be occurring.

avatar image Oscar Cooke-Abbott Mar 14 '15 at 01:47 PM

Yes, I thought you meant the build log, but there are no logs with the word build or cook or anything in them in the saved-logs folder, there are just a few dated ones along with two other non-dated?

avatar image [Epic] Gribbs ♦♦ STAFF Mar 24 '15 at 05:08 PM

Howdy WarLord,

I wanted to keep you updated about the packaging size. There have been numerous reports of the size of Android devices and how the size has grown over the past couple of release builds.

We have entered JIra Report UE-11388 about Android Packaging sizes being too large. I am uncertain as to when this issue will be resolved but I will be sure to keep you updated.

Thanks!

avatar image Oscar Cooke-Abbott Mar 24 '15 at 08:53 PM

Ok thankyou :)

avatar image [Epic] Gribbs ♦♦ STAFF Apr 01 '15 at 02:49 PM

Hey Warlord,

Just wanted to keep you updated. UE-11388 has been looked into an is slated to have a fix implemented in version 4.8. Unfortunately it is not going to make it into a hotfix but it is being worked on. I am still unsure as to when this version will be released.

Again, I will be sure to keep you posted as I know more.

Thanks for your patience!

avatar image Oscar Cooke-Abbott Apr 01 '15 at 02:51 PM

Thankyou :) I really hope it works.

avatar image [Epic] Gribbs ♦♦ STAFF May 12 '15 at 09:56 PM

Hey WarLord,

Just wanted to keep you updated as new builds are being released. I would not update your project fully yet as all there currently would be is preview builds of 4.8 and those builds can be very unstable. I will be sure to keep checking packaging sizes as new builds are being released.

Thanks for your patience!

avatar image Oscar Cooke-Abbott May 13 '15 at 03:38 AM

Ok thankyou

avatar image [Epic] Gribbs ♦♦ STAFF May 20 '15 at 02:43 PM

So I have tried to package the project on the newest Preview 3 for the 4.8 version of UE4 and was able to package the project with no errors. Also, I checked the size of the project once it has been deployed to the device and I am seeing an app size of 89.74 MB. Would you be able to test this and see if you are able to package your project and what size that project is once it is deployed on the device?

If you hit any difficulties along the way, be sure to let me know and attach any any build or log files that may help to decipher the issue.

Thanks!

avatar image [Epic] Gribbs ♦♦ STAFF May 20 '15 at 02:59 PM

Also be sure to open a copy of this project and do not convert in place. I am not sure if this option is still relevant as it is being remove but I just want to be certain.

avatar image Oscar Cooke-Abbott May 21 '15 at 12:21 PM

I have just tried packaging it on 4.8 pre-3 but it is still 218MB for me, I am sending you the newest version of the project as I have added a couple more MBs of content.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

3 answers: sort voted first

Hi WarLord,

Today I packaged the project you submitted to Sean Gribbin for ETC1 and development in the 4.8 branch. It is a little further along than the 4.8 previews, but at this point the release will be very close to the Engine version on which I tested. I put the obb inside the apk and used the new 'Create compressed cooked packages' checkbox in Project - Packaging, and was able to get the packaged apk with obb inside down to 45mb. Installed on the HTC One, it was 111mb which is just slightly more than the double apk size that an installed apk should be. So that's all looking much better.

However, the app still crashes on the device. I see this in the logs:

06-01 17:34:13.616: E/ValidateServiceOp(10965): Application ID () must be a numeric value. Please verify that your manifest refers to the correct project ID.

That is indicating that your Games App ID in the Platforms-Android section of Project Settings is not correctly set. See the Android documentation linked in that section for more information.

Thanks!

more ▼

answered Jun 01 '15 at 09:41 PM

avatar image Oscar Cooke-Abbott Jun 07 '15 at 09:34 AM

Yes, so I disabled Google Play Services and everything works properly, and I have now gotten everything working how I want, however after re-enabling Services, double checking the info is correct, and inputting my keystore info and such for distribution (for testing) I have run into the same problem again; the game crashes on load.

I cannot, for the life of me, figure out what is causing it to crash, as the App ID is correct (the number beneath the game service name in developer console) is correct, as is the admob unit ID, and I have not inputted anything in the google play license key section as I am unsure of what it is, as the tooltip is also incorrect?

Is the lack of the Google Play license key causing the problem?

Also, apparently the new section distribution signing is now used instead of AndroidManifest.xml, and so I inputted the information there, but there are three things I am unsure of in this area.

  1. Is the keystore input meant to be the path to the keystore? (ie. D:\Game Dev\etc...)

  2. Is the keystore input meant to have double slashes as a few users have reported it neccesary for it to work? (ie. D:\\Game Dev\\etc...)

  3. Is AndroidManifest.xml used at all anymore?

Thanks

avatar image wittlief ♦♦ STAFF Jun 08 '15 at 03:46 PM

Have you double checked this licensing setup documentation from the Android Developer documentation?

avatar image Oscar Cooke-Abbott Jun 08 '15 at 03:56 PM

I have read through it, and I am unsure as to how this helps me with my problems/questions?

Also could you please 'unsolution-ify' this answer please? It confuses me everytime I come in here, thanks.

avatar image wittlief ♦♦ STAFF Jun 08 '15 at 04:53 PM

Sorry, this is the link I meant to include.

1 and 2. Keystore is the output of keytool. It's not a path. You have to use keytool to generate the private key as outlined here ( I am assuming you're not using Android Studio). There's no slashes, put key in exactly as it is generated.

  1. Manifest is still in use, it is generated automatically now. Here is a forums thread explaining how to modify it if you need to, but it's advanced usage involving source.

I don't know what tooltip you're saying is incorrect, can you clarify?

avatar image Oscar Cooke-Abbott Jun 09 '15 at 07:44 AM

The tooltip I'm referring to is the 'Google Play License Key' - It has the same tooltip as 'AdMob Ad Unit ID' and is incorrect

avatar image Oscar Cooke-Abbott Jun 09 '15 at 07:49 AM

I am unsure as to what exactly I am supposed to enter into the Keystore input?

You say it is not the path to the file, so what is it? The name?

The link doesn't explain what to input as I've already generated it, but I don't know what to do with the Keystore input?

avatar image wittlief ♦♦ STAFF Jun 09 '15 at 02:02 PM

From the Android documentation I linked above. I really can't explain it any clearer than the documentation can, so if you are still having problems you'll want to go back over the whole 'signing your application' section. This is necessary for including Google Play functionality. :

  1. Generate a private key using keytool. For example:

$ keytool -genkey -v -keystore my-release-key.keystore -alias alias_name -keyalg RSA -keysize 2048 -validity 10000

This example prompts you for passwords for the keystore and key, and to provide the Distinguished Name fields for your key. It then generates the keystore as a file called my-release-key.keystore. The keystore contains a single key, valid for 10000 days. The alias is a name that you will use later when signing your app.

avatar image Oscar Cooke-Abbott Jun 09 '15 at 02:06 PM

Yeah no I got that :)

What I am unsure of is how to get the key out of the keystore to input?

avatar image Oscar Cooke-Abbott Jun 09 '15 at 07:52 AM

and yes, what is the Google Play License Key?

avatar image wittlief ♦♦ STAFF Jun 09 '15 at 02:03 PM
avatar image Oscar Cooke-Abbott Jun 09 '15 at 02:06 PM

thankyou that explains that part

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Try deleting the following directories:

 /Binaries
 /DerivedDataCache
 /Intermediate
 /Saved

These are all generated by the engine and should be safe to remove.

I noticed I had another similar problem to you and regenerating these fixed it.

more ▼

answered Mar 15 '15 at 10:15 AM

avatar image

MinxiesDev
280 18 26 40

avatar image Oscar Cooke-Abbott Mar 19 '15 at 05:12 AM

Thankyou for trying to help but unfortunately deleting these folders did not impact the packaged size at all. :(

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Might be worth trying:

Make sure you have no JPG texture materials.

I found they worked fine everywhere except when trying to run on an Android device.

Epic, this may be a bug. I am using UE4.6.1 and publishing to a HTC Google Nexus 9. My offending JPG textures were 2048x2048

Regards, James

more ▼

answered Jan 10 '15 at 01:44 PM

avatar image

MinxiesDev
280 18 26 40

avatar image Oscar Cooke-Abbott Jan 10 '15 at 01:46 PM

Thankyou for replying, however I have no .jpg's in my project, so that is not causing it.

avatar image MinxiesDev Jan 10 '15 at 05:55 PM

Just found out PNG have this issue.

I suppose it is caused by the compression in each formats.

I am also getting crashing when using masked textured materials.... : |

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question