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"

Android Invisible geometry

So I started with a stock fps project to test the performance on my android device (Samsung Galaxy s3 GT-I9300 Mali400 GPU android 4.3 Jelly bean) the preview in the editor itself was fine but when I launched it on the physical device the geometry was invisible!

Although the technically the geometry is still present as you can tell by observing the physics you can see that the projectiles are bouncing off the invisible wall! also the floor on which the character is standing is a geometry but because its not being rendered you can see the height fog below

alt text

so it looks like the engine is not rendering the Geometry for some unknown reason!

What could be the problem? Am I missing some proper setting?

Product Version: Not Selected
Tags:
more ▼

asked Nov 11 '14 at 09:37 PM in Rendering

avatar image

Commander Shepard
817 62 83 220

avatar image Commander Shepard Nov 12 '14 at 08:50 AM

So no one knows?

avatar image AndrewHurley Nov 12 '14 at 05:05 PM

Hello Commander Shepard,

Those walls and floors you were seeing in the editor are BSP's. Try converting these to "Static Meshes" and then build your lighting.

After doing so attempt to play on your device again to see if the geometry is visible.

Thanks,

Andrew Hurley

avatar image Commander Shepard Nov 12 '14 at 09:45 PM

Of course converting them to static mesh will work as other static meshes like the boxes in game work fine! but I want the game to render the BSP as well.I cannot manipulate static mesh like the BSP so I need BSP brushes to render! I know the engine is still under heavy development but still for some reason the quality looks crappy on the device while the epic citadel demo was just awesome

avatar image AndrewHurley Nov 13 '14 at 04:26 PM

I understand your concern. So my next question is when you packaged the game for your mobile device, did you select a device specific setting or did you choose all?

Here is what I am referring to:

alt text

Thanks,

Andrew Hurley

avatar image Commander Shepard Nov 13 '14 at 04:35 PM

I choose ETC1 because thats what the engine shows when you make four finger tap!

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

2 answers: sort voted first

We are modifying our preview process to release earlier in the development cycle so our developer-community can help us catch issues sooner, and we will release updated previews during the development cycle.

Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

Thank you,

Andrew Hurley

more ▼

answered Jan 21 '15 at 02:54 PM

avatar image R4c1o Aug 18 '15 at 09:04 AM

i've got the same problem, i'm now finishing my game and it's a lot of work to replace all of this boxes, and i just can't do that. When it' ll be fixed???

avatar image AndrewHurley Aug 18 '15 at 02:44 PM

This has already been fixed and integrated in the 4.9 preview release. The fix will be included in the official release as well.

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

Hey again Commander Shepard,

I had a colleague of mine test your issue on your device and we are getting the same results. This should not be occurring and I have made the developers aware of the issue. We tested it on other devices as well to see if it was in fact S3 specific, and this seems to be the case. Whether we packaged it out as "All," or for "ETC1" we got the same result.

We appreciate your report and will be working to have this issue resolved when we can. In the meantime, one suggestion I have as a workaround would be to go ahead and convert any of the BSP's to static meshes when you have the textures and shapes how you would like them to appear in game.

Thank you,

Andrew Hurley

more ▼

answered Nov 13 '14 at 07:09 PM

avatar image Commander Shepard Nov 13 '14 at 08:17 PM

Ok I appreciate the effort. lets hope It wont take devs too long to figure it out

avatar image AndrewHurley Nov 13 '14 at 08:42 PM

You are welcome! I will follow this issue so when it does get addressed I will keep you in the loop :)

avatar image Naremus Dec 02 '14 at 08:59 PM

I appear to be having the same issue on the Samsung Galaxy Note 10.1 (SCH-I925, Android 4.1.2): static meshes render perfectly fine but a box brush does not render.

avatar image Commander Shepard Jan 04 '15 at 07:23 AM

Hey Andrew! any updates on this issue?

avatar image AndrewHurley Jan 12 '15 at 03:33 PM

Hey Commander Shepard,

I just returned from my break/vacation over the Holidays. Apologies for the late response, but I just looked into the issue that originally reported and it is on the map to be fixed.

They found the reason for this error is as follows:

"UModel uses FRawIndexBuffer16or32, which is actually a 32-bit index buffer.

There is code in RawIndexBuffer.h that looks like this: #if DISALLOW_32BIT_INDICES // if 32 bit indices are disallowed, then use 16 bits in the FRawIndexBuffer16or32

But unfortunately nothing actually defines DISALLOW_32BIT_INDICES in UE4, and in any case we probably want to make this decision at runtime based on hardware capabilities."

Since we know the location and source of the error, we can now have it assessed based on the current workload and relevance of this issue compared to others within the engine.

This is currently all the information I can provide to you at this time, but rest assured it is on the agenda to be fixed. We appreciate your patience as always and let us know if you have any other questions.

Thank you,

Andrew Hurley

avatar image Commander Shepard Jan 12 '15 at 03:38 PM

Yeah! Finally some details! Alright waiting for the fix (maybe I could make a makeshift patch in the code until then), But anyway its good to get some info

avatar image Commander Shepard Jan 12 '15 at 03:43 PM

Also if nothing defines DISALLOW_32BIT_INDICES then why is it used in the code already? It means one needs to build the engine from code to define the macro value based on hardware check

Is 4.7 stable release out?

avatar image AndreElijah Feb 22 '15 at 04:55 AM

I actually run into this issue using Mobile Preview in 4.7. An ArchViz map I made has every mesh appearing as invisible. A fix would be appreciated :D

avatar image Commander Shepard Feb 22 '15 at 06:45 AM

I won't ever use preview. They're just as they are named "previews" so they might be unstable and support for older hardware may have been ignored.

avatar image Marcius123 Jun 28 '15 at 09:02 PM

Experiencing same problems on S3, hoping to get this issue resolved soon!

avatar image AndrewHurley Jun 29 '15 at 03:33 PM

This has been marked fixed and is planned to be integrated in a major upcoming engine release.

(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