Bug in material with tiling texture in Android D

Hi,

In Samsung Galaxy S3 it works but in Samsung Galaxy S this material (Surface, Opaque, Unlit)

is not working when applied to a very simple mesh (a plane). It does not tile. Only applies to the first portion of the mesh and the rest is completely gray (like the texture).

I have tested in Samgung Galaxy S with two operating system versions: 2.3 and 4.2.1.

I know this device is not supported, but I think it could be an issue with the GPU PowerVR SGX540 ? not sure …

Howdy Dredok,

Thanks you for reporting this issue. I have setup a simple repro for the issue and have been unsuccessful with seeing any errors. I set up the the material, applies to a static mesh, and deployed, and have not seen any errors with the material.

I am testing this issue using a Samsung Tab running on version 2.3.6. It has the PowerVR SGX540 GPU.

Let me know if there are any additional steps that i may be missing. I have been testing on the 4.6 release of UE4.

Thanks and have a great day!

Hi, How could I send you the material, texture and mesh I’m using? It might help I guess

Yours
Dredok

If you wanted to, you could put it onto Google drive and then send me a link to that drive. If you wanted to keep it private, you could message me on the forums via this link: https://forums.unrealengine.com/member.php?4890-Sean-Gribbin

Thanks!

PM sent just now

More info: It seems like the texture instead of tiling in Wrap mode it is doing a Clamp … makes any sense? in other devices and in Editor it works perfect.

When you are seeing this error, is this material applied to a BSP or a static mesh?

I was using a Galaxy Fascinate (closest device we have to the Galaxy S) and i was able to see that BSP’s are having issues when deployed with the material. You may want to be using Static Meshes instead to fix the issue,

Let me know if this helps with your error.

actually I’m using a static mesh component… I sent you the assets by PM

I did use the static mesh component that you sent and was able to see the material when it was deployed to the Samsung Fascinate (Same GPU as the Galaxy S). I tested out a couple of other devices that are on the lower side of current mobile standards and I will still able to see the material.

What puzzles me is that i dont have a clue of what can be wrong … It seems like the texture is “clamped” instead of “wrapped” in tiling mode. I have tested in two different devices SGS1 and both produce the same results. I don’t know what could I do :(. Did you deployed using ETC1 format? what format did you use?

I used the Launch on and also used PVRTC. Give that a try and let me know how that goes.

umm PVRTC should not compress at all since the texture is not squared but I will try and see.

Still no luck, tested with PVRTC and Launch and no cookie. My concerns are about how can I know on what devices my game can be played :confused: I could make workarounds like using only Paper2D sprites instead of meshes with tiling textures but it does not seems correct to me …

Would you happen to have this material in one of your projects or is this occurring in an empty template project? It is very hard to say what the issue could be since we do not support that device and the device we have with similar specs have been showing the texture fine. I am going to keep trying on some devices today.

This has been happening since I started using this material with tiling texture. I have tested in 4.4, 4.5, 4.6 even 4.7.

Now I have redone all my game for migrating from 4.7 to 4.6 and I did use a blank project as base for all of them. I see the issue in all.

I might setup a blank project with just the texture and send it to you

I found a work around!

If I use a square POT2 texture then it works.

So, non-square textures do not work properly on some devices for tiling … or maybe NPOT does not work, the texture i was using previously was NPOT and not square either.