When launching the game on a Samsung Galaxy S4 (GT_I9505, Android v4.4.2) the build and deployment appears to be successful, but it crashes instantly on the device. The error message (as can be seen in the screenshot) is:
Default Property warnings and errors:
Error: CDO Constructor (EditableText): Failed to find /
Engine/EngineFonts/Roboto
Error: CDO Constructor (EditableTextBox): Failed to find /
Engine/EngineFonts/Roboto
Error: CDO Constructor (MultiLineEditableText): Failed to
find /Engine/EngineFonts/Roboto.
The project is based on the Blueprint SideScroller template, and the only assets imported is the MobileStarterContent. Have I done something wrong or is this a bug?
i have the same problem sometimes, not sure of the reason, but from the launch check its settings, and click advanced, and try to make it by the book instead of on the run, that seemed to work for me.
Thank you for reporting this issue. I am going to need a bit more information before i begin digging into this issue. Would you be able to clarify which version of UE4 you would be using and if that version is a binary or source build? Would you be able to reproduce this issue with a blank template project? If so, would you be bale to provide those steps?
Any additional information would be greatly appreciated.
I’m getting the same problem with both 4.7.4 and 4.7.5, when deploying to an NVidia Shield Tablet.
If I go to MyProject\Saved\Cooked\Android_DXT\Engine\Content\EngineFonts then the ‘missing’ fonts are a present.
Previously on the same project I had been able to launch dev building fine. Then tried creating shipping builds (both as a single .pak and a .pak and .obb build), which worked too, but now that I’ve gone back to dev builds, I’m getting this error 100% of the time…
The only odd thing I have noticed is that I deleted my ‘DefaultGame.ini’ file in order to wipe the current Project build settings.
The editor hasn’t created a new one when I opened the editor, but it does report that the ‘DefaultGame.ini’ file is checked out on P4, despite it not being added to the Source Control at all :-s
Thank you for the information that you have provided. I am going to need a bit of additional information before I begin to investigate what may be occurring. Would you being using a source build or a binary build of UE4? Also, Would you be able to replicate this issue on a Blank template project? If so, would you be able to provide the steps you used so that i may be able to test this internally?
Any additional information would be greatly appreciated.
From your project, can you delete the binary, saved, and intermediate folders, restart your machine and try to package?
If that doesn’t work, can you then delete all of the above again, but then add the DDC (Derived Data Cache) from the engine AND from your project. Restart to make sure everything is cleared out, and try one more time.
I am hoping this will work, as that font not working happens on lots of projects and shouldn’t crash your device like this, it usually gets ignored.
The user who posted about this issue has been able to resolve their problem with the answer that wittlief has provided. When you get the chance, be sure to let me know if this helps with your issue as well.
Thank for re-opening this issue. Would you be able to provide additional information about the issue that you would be running into? What version of UE4 would you be using when you are seeing this issue? Also, is that version a binary or source build of UE4? What device would you be seeing this issue occur on?
Any additional information would be greatly appreciated.
I’ve been getting the
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf’
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf’
errors as long as I can remember. They’ve never caused me any problems tho. Odd they’ve persisted in every engine version tho.