Android Crash

im trying to get ue4 to run on a Samsung Galaxy S i9000. KRushin managed it here link text

i followed this thread to eliminate anything that might cause crashes link text

i ran the shooter template with a single material on everything, no post proccess, sky or anything. the screen goes black then the app exits. here is the log from logcat link text

UE4 4.5.1

thanks

edit:
seeing TextureStreaming = true gives an error, i set it to false and tried again
here is the log link text

the failure there seems to be related to shaders

D/UE4     ( 2288): [2014.11.11-19.19.26:421][  0]LogRHI:Warning: Failed to compile shader. Compile log:

D/UE4     ( 2288): Compile failed.

D/UE4     ( 2288): ERROR: 0:17: 'textureCubeLodEXT' : no matching overloaded function found

D/UE4     ( 2288): ERROR: 0:17: 'assign' :  cannot convert from 'float' to 'fragment out 4-component vector of float'

D/UE4     ( 2288): ERROR: 2 compilation errors. No code generated.

Howdy tegleg,

Thank you for reporting this issue. If you have a look at the Device Compatibility section in the WIki, the Galaxy 1900 is not supported in UE4. This is not saying that the device is incapable of running a packaged and deployed project, but that device is going to have extremely poor performance.This is due to the hardware limitations of the device. Here is the Android Compatibility list: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums

Since the device is not supported, it is difficult for for us to provide any support with an issue involving said device.

Thanks and have a great day!

tegleg, regretfully this is a known issue on some Android drivers, where they are not compliant with the OpenGL spec. If you absolutely need it to work, you can try editing Common.usf on your Engine/Shaders folder and change:

MaterialFloat4 TextureCubeSampleLevel(TextureCube Tex, SamplerState Sampler, float3 UV, MaterialFloat Mip)
{
	return Tex.SampleLevel(Sampler, UV, Mip);
}
MaterialFloat4 TextureCubeSampleBias(TextureCube Tex, SamplerState Sampler, float3 UV, MaterialFloat MipBias)
{
	return Tex.SampleBias(Sampler, UV, MipBias);
}

to:

MaterialFloat4 TextureCubeSampleLevel(TextureCube Tex, SamplerState Sampler, float3 UV, MaterialFloat Mip)
{
	return Tex.Sample(Sampler, UV);
}
MaterialFloat4 TextureCubeSampleBias(TextureCube Tex, SamplerState Sampler, float3 UV, MaterialFloat MipBias)
{
	return Tex.Sample(Sampler, UV);
}

this will cause materials to not be correctly rough.

cool thanks RCaloca ill give it a try.

this would be a great option to officially add to the engine, even if its just for development builds. that device list is extremely short and it would go a long way to cover the thousands of devices people actually own.

na it just crashes the editor, oh well

Hi tegleg, were you able to solve this issue or was the “solution” that the device is not supported? I’m having the same issue (except with a Samsung Galaxy Tab 2 10.1) and would really like to know how to fix it :wink:

Howdy trutty,

Thank you for posting on this issue. If you look at our Device Compatibility Sheet, You will be able to see that your device is supported, though there seems to be a bit of complications with basic lighting and full HDR. What version of UE4 would you currently be using when you are seeing this issue? Also, would that build of UE4 be a binary build or a source build of the engine?

Any additional information would be greatly appreciated.

Thanks and have a great day!

Hi Sean,

my issue refers to this question (more speficically, this error log where I have the no code generated error). I just found out that the issue was due to a specific actor with a translucent material, so I already resolved that one. Have a great day.

Glad to hear that you were able to resolve your issue.

Thanks for the update and have a great day!