Android app. error libUE4.so (FEngineLoop::Init()+188)

i’ve built a simple app for android with .obb and i couldn’t test it. so the first user run i got an error
i think that maybe .obb file wasn’t downloaded, but looks like it’s something about libUE.so
here’s a log listing, any clues on what’s happened?
apk was compiled for “All” androids about 160mb apk=20m + obb=130

Build fingerprint: 'samsung/matisse3gxx/matisse3g:4.4.2/KOT49H/T531XXU1ANF2:user/release-keys'
Revision: '3'
pid: 17939, tid: 17954, name: main >>> com.symbiants.alphabet <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000028
r0 00000000 r1 00000000 r2 00000000 r3 00000008
r4 00000000 r5 7b5823e0 r6 00000000 r7 00000001
r8 7bfa0740 r9 7bfa0754 sl 0000001e fp 7bfa07b8
ip 00000001 sp 7bfa06c0 lr 78a48250 pc 78a48294 cpsr 20070010
d0 41d5499542c80000 d1 3fe14be1eb4202da
d2 412e848000000000 d3 0000000000000000
d4 7247646e756f7267 d5 0a0a007974697661
d6 756f726765726f66 d7 414000000700646e
d8 0000000000000000 d9 0000000000000000
d10 0000000000000000 d11 0000000000000000
d12 0000000000000000 d13 0000000000000000
d14 0000000000000000 d15 0000000000000000
d16 0000006d00000061 d17 0000002f00000065
d18 000000650000004d d19 0000006f0000006d
d20 0000007900000072 d21 0000006100000047
d22 000000650000006d d23 000000750000002e
d24 bf2a00c01c9c9c30 d25 3f6444e37d1e2b20
d26 3fa975146e0e3a8d d27 3f2021ae7302a9ac
d28 3ed9ad6153155e49 d29 3ec6cd878c3b46a7
d30 3e09e36ee1e59361 d31 3ef99342e0ee5069
scr 20000010

backtrace:
#00 pc 00fc8294 /data/app-lib/com.symbiants.alphabet-1/libUE4.so (FEngineLoop::Init()+188)
#01 pc 00fcfcd4 /data/app-lib/com.symbiants.alphabet-1/libUE4.so (AndroidMain(android_app*)+2528)
#02 pc 00fcffc8 /data/app-lib/com.symbiants.alphabet-1/libUE4.so (android_main+116)
#03 pc 00fd759c /data/app-lib/com.symbiants.alphabet-1/libUE4.so
#04 pc 0000d298 /system/lib/libc.so (__thread_entry+72)
#05 pc 0000d430 /system/lib/libc.so (pthread_create+240)

code around pc:
78a48274 e54b6037 e50b4034 ed1b0a14 eeb50ac0
78a48284 eef1fa10 03a005fe 050b0048 050b0050
78a48294 e5947028 e2870001 e5840028 e594102c
78a482a4 e1570001 aa000004 e5942024 ea000010
78a482b4 e320f000 00000000 412e8480 e3a02004
78a482c4 eb01285e e584002c e5943024 e3530000
78a482d4 03a02000 03500000 0a000005 e1a01100
78a482e4 e1a00003 e3a02000 eb025d37 e1a02000
78a482f4 e5842024 e0820107 e3500000 15808000
78a48304 e59d7074 e3570000 0a000019 e3a01001
78a48314 f57ff05b e1970f9f e0403001 e1872f93
78a48324 e3520000 1afffffa f57ff05b e3500001
78a48334 1a00000f e5970008 e597100c e12fff31
78a48344 e2870004 e3a02001 f57ff05b e1901f9f
78a48354 e0416002 e1803f96 e3530000 1afffffa
78a48364 f57ff05b e3510001 1a000001 e1a00007

code around lr:
78a48230 e3a07001 e50b0050 e24b0030 e3a01000
78a48240 e50b604c e50b6048 e54b7044 ebfd334a
78a48250 ed1b1a0b ed9f2b17 eeb81bc1 ee811b02
78a48260 ed1b0a0c eeb80bc0 ee300b01 ed0b0b10
78a48270 e54b7038 e54b6037 e50b4034 ed1b0a14
78a48280 eeb50ac0 eef1fa10 03a005fe 050b0048
78a48290 050b0050 e5947028 e2870001 e5840028
78a482a0 e594102c e1570001 aa000004 e5942024
78a482b0 ea000010 e320f000 00000000 412e8480
78a482c0 e3a02004 eb01285e e584002c e5943024
78a482d0 e3530000 03a02000 03500000 0a000005
78a482e0 e1a01100 e1a00003 e3a02000 eb025d37
78a482f0 e1a02000 e5842024 e0820107 e3500000
78a48300 15808000 e59d7074 e3570000 0a000019
78a48310 e3a01001 f57ff05b e1970f9f e0403001
78a48320 e1872f93 e3520000 1afffffa f57ff05b

Hi OeAi,

Is your build failing, or is your app crashing on the device? If it’s the former, can you attach output logs of the failed build to this thread? If it’s the latter, can you add the whole logcat?

Thanks!

build was ok and this is the bug-report from user ( crashing on device )
i’ve just upgraded to 4.7.5 and made rebuild, not sure when there’s gonna be another feedback

Starting from my phone i got “Failed to open descriptor file game.uproject” - what can be wrong?
i’ve repacked obb with zip 9

Can you attach logcat logs for this failure to this thread as a txt file? Thanks!

didn’t analyse it yet, it’s from my phone (should be simply unsupported), can’t get the tablet to try it out, error about “no .project file” after i click ok i see in logcat red fatal error and long list of errors goes then.
to be clear this game is a slightly tweaked version of MemoryGame i can share sources or provide links for apk/exe, exe - works.

[link text][1]
[1]: 38848-logcat.com.symbiants.alphabet.txt (181 KB)

Hi OeAi,

When you packaged, did you put the obb inside the apk?

Also, looks like a shipping log, which isn’t gonna really help much for diagnosing your problem. Can you package your project for development and give us those logcat logs?

The ‘failed to open descriptor file game.uproject’ error does likely mean that either the obb is missing, or the uproject was not packaged, and it does not seem to be the latter if you were not getting failed builds.

Thanks!

obb is not inside apk (can’t be more than 50mb)
i’ve renamed .obb to zip, then exrtacted folder, then packed that folder into zip 9 and renamed to obb - google tells it’s ok and i’m downloading both, without zip 9 it’s about 250mb. is there any check about hash or checksum or anything for separate obb?
dev. edition - a bit later

Hi OeAi,

Regarding the zip file, some info from the Android dev: it is supposed to be an uncompressed ZIP file written with our own zip packer. What you must do is cook with -pak -compressed so the PAK file in the ZIP is compressed instead of ZIP compressing the PAK.

Hope this helps!

ok i’ll try

can you explain how to do that properly?
i don’t know how to invoke buildCookRun from UE console
when i’m trying to put build string from console to cmd i got errors
slightly modified string can build it in intermediate but it’s not pushing apk into declared directory
there’s no additional fields in editor to put -compress (-pak is already marked)
string from console looks like that

BuildCookRun -rocket -nocompile -nocodeproject -installed -nop4 -project=C:/Users/1/Documents/Unreal Projects/Alphabet/Alphabet.uproject -cook -allmaps -stage -archive -archivedirectory=C:/Users/1/Unreal/5 -package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -clean -pak -distribution -nodebuginfo -targetplatform=Android -utf8output -NoCompile

and woking cmd string looks like this

UE4Editor-Cmd.exe -project=C:/Users/1/Documents/Unreal Projects/Alphabet/Alphabet.uproject -run=cook -allmaps -stage -pak -distribution -package -clientconfig=Shipping -nodebuginfo -targetplatform=Android -archive -archivedirectory=C:/Users/1/Unreal/5 

i thought to add -compress into some file.ini, but i didn’t find where

next goes after Cooking DefaultNormal.uasset

not sure if it is useful

[2015.04.20-22.17.14:839][  0]LogTexture:Display: Serialize Cooked: 0.075173s
[2015.04.20-22.17.14:861][  0]LogTexture:Display: Sync Does Cached Data Exist: 0.035049s
[2015.04.20-22.17.14:889][  0]LogChunkManifestGenerator:Display: Saving asset registry.
[2015.04.20-22.17.14:915][  0]LogChunkManifestGenerator:Display: Generated asset registry num assets 95, size is 40.66kb
[2015.04.20-22.17.14:950][  0]LogChunkManifestGenerator:Display: Done saving asset registry.
[2015.04.20-22.17.15:013][  0]LogInit:Display:
[2015.04.20-22.17.15:027][  0]LogInit:Display: Warning/Error Summary
[2015.04.20-22.17.15:047][  0]LogInit:Display: ---------------------
[2015.04.20-22.17.15:066][  0]LogInit:Display: LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save_ToolTip):
Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk)
Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file)
[2015.04.20-22.17.15:211][  0]LogInit:Display: LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}...)
Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.)
[2015.04.20-22.17.15:359][  0]LogInit:Display:
[2015.04.20-22.17.15:383][  0]LogInit:Display: Success - 0 error(s), 2 warning(s)
[2015.04.20-22.17.15:405][  0]LogInit:Display:
Execution of commandlet took:  30.89 seconds

Hi OeAi,

Here is the documentation for how to cook from the command line, which is how you would add that command, and here is another AnswerHub thread where in a dev explains a little bit more in depth how you want to word the commands for best effect.

Hope this helps, lemme know how it works out.

Hi OeAi,

Checking in to see if you were able to use the command line cooking instructions to any effect.

Thanks!

Hi OeAi,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

i remember something about new version, maybe some"compress" checkbox will be added later…

Hi,

There are further instructions above from April 23, April 20 being the last time we heard from you. Did you get a chance to try them out?

i can’t test it on tablet, i’ve made apk without compress and put it in app store and also i’ve tried to run it on my phone - with no success, i think my phone not supporting opengl at all, but in some later maybe i’ll add a logcat with debug, just atm am busy with setting up computers for better performance.

Ok, I’m gonna close this out until you can get back to it. Thanks.