Why am I seeing a black screen on Android?

Hello!

I’ve been trying to package my game for android (Development) for the past three days. At first it wouldn’t package, giving me a cooking error but by migrating my scene to a new project I was able to get it to successfully package. (This I read on another thread where the person has having the same issue as I: He deleted UAssets but they didn’t delete in the explorer)

So I package the game for windows and it works fine, I can play it and all. I can package for android but after I install it on my Samsung Galaxy 2 and my Alcatel One Touch C7 it starts with a black screen then exits the game, then if I go back into the game it just stays with a black screen. I tried this with ATC, DXT, ETC1, ETC 2 and PVRTC with the same result.

On my Samsung Galaxy 2 I’ve played Tappy Chicken and Citadel from the google store so I know it can run Unreal but not my game.

So I made a first person template blueprint project and exported it (ETC1) and it did the same thing.

Please help me and thank you

Resolved here:

I know this thread is rather old but I have the answer to this issue.

The reason it turns Black is because you are probably using Shaders that are most likely too complex to be supported by Mobile Devices and the result is that it doesn’t render properly therefore the output is black.

You can see this per say if using a Moving Shader (panning with noise nodes,add, powerx, etc) created in UE4 and it is set to Fast Gradient, yeah it renders faster but suffers in this way since it is highly unoptimized.

This occurred for an Oculus Quest app, but the app closes after turning to a black screen. it seems the performance is so poor that it is trying to save the hardware from overheating or creating an uncomfortable user experience. The fix is to optimize using various techniques for CPU/GPU.