Android game crashes at startup

Hi there,

I know there are a lot of similar issues around but none of them yielded to a solution for my problem so far.

Problem:

When launching my project to device, the app starts, the screen gets black (no splash screen) and then the app crashes (returning to the home screen). The log file states a problem with a shader: Fatal error: [File:D:\UE4\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp] [Line: 91]

Specs:

I am using UE 4.7.2 from GitHub on a Windows machine. My tablet is a Samsung Galaxy Tab 2 10.1 (GT-P5100) with Android 4.2.2 Jelly Bean running. My project is a C++ one.

Logs:

I ran a Debug build using the Project Launcher and got the error logs like Rudy Triplett suggested [in this thread][1]. Here is the [Android Device Monitor log][2] and here is the [dxdiag output][3].

Additional info:

My project ran fine when I had Android 4.0.3 Ice Cream Sandwich installed on the tablet. After updating to Android 4.2.2, I am now experiencing the said issue. Subsequent of updating Android, I followed the [Android Getting Started Guide][4] again. I do not get any build/packaging errors. I tried packaging with Minimum SDK Version set to 14 and to 19. My SDKConfig looks like the following:

TappyChicken runs perfectly fine without crashing.

Any suggestions on how this issue could be resolved?

Update

Updated log file.

Because TappyChicken runs successfully, I copied the contents of the TappyChicken\Config\ directory to my projects’ config folder in case I got some settings wrong. Changed the default map and packaged & deployed it to my device. The app still crashes…

I made sure that MobileHDR disabled (I read this in another post). My device is not listed in the Android Device Compatibility docs but since my device is a Samsung Galaxy Tab 2 (which is listed but different models) and since TappyChicken runs successfully… this should be no problem, right?

Hi trutty,

I’m sorry you’re having this problem. I don’t see anything in your logs that jumps out at me, so just to make sure before I pass this along to the Android dev, have you double checked the various restrictions on mobile content creation to see if you’re including anything that won’t fit? I see you’ve rechecked the Android Getting Started guide, but I don’t want to assume anything while we’re trying to solve your issue.

If you have, reply here and I will go ahead and pass this along to the dev. Actually please reply here regardless. :smiley: Thanks very much!

Hi wittlief,

many thanks for your reply. Actually, today I found that the issue has something to do with an actor which has a translucent material (the actor is a rather small static mesh). I am spawning this the actor with the material in my MyGameMode class. When uncomment the SpawnActor line, the game launches on my Android device just fine.

I will investigate in this (uncomment lines of the actor class, change the translucent material, …) and see if I can narrow it down to the culprit. Unfortunately, this remaining week I am not able to do so. I am looking forward to hopefully post my solution on Monday next week.

Anyways, I find it quite strange that the game worked with the old Android version but not with the updated one (without changing anything in my game).

Update:

The problem occurred due to a material setting. I noticed that my game didn’t crash when the Texture Coordinate node had any value except 1.0. I thought something is wrong with my UV channel and figured that setting the Coordinate Index of the node to the UV channel of the generated lighmap from the engine solves my issue. So the Coordinate Index now is 2 (as I already have two UV channels 0 and 1, like with all my other models) and the UV Tiling is 1.0 just as I need it. The issue and the solutions seem quite strange to me because all my other models work just fine but at least my game doesn’t crash anymore.

Hey, that’s really great that you figured out the problem! I am glad it was something that you were able to fix.

As to the new version, we did have a few hiccups with project conversion in this release cycle. One of the major issues that is being addressed in the 4.7.3 hotfix that should be released today is one where users could not convert from 4.6 to 4.7 without crashes, so I am hoping that the fix will smooth out some of the weird conversion problems we’ve been seeing.

Let us know if you need any other assistance!