Android devices not working

My shipped android game on 4.8.0 is getting a lot of 1 star reviews due to not working on devices

https://play…com/store/apps/details?id=com.BPLTD.ZTA

Galaxy Tab3 10.1
Galaxy Tab3 7.0 x2
Galaxy Tab 4 7.0
L70 (w5)

a anr being submitted is - I’m not sure if this is related

java.lang.NullPointerException at
com.android.vending.billing.util.IabHelper.queryPurchases(Unknown
Source) at
com.android.vending.billing.util.IabHelper.queryInventory(Unknown
Source) at
com.android.vending.billing.util.IabHelper.queryInventory(Unknown
Source) at
com.android.vending.billing.util.IabHelper$2.run(Unknown
Source) at
java.lang.Thread.run(Thread.java:856)

Hey BPAndrew,

Are the devices that you’ve listed the ones that are having trouble, or are those the ones that are working? Could we also please have the logcat /monitor or ADB debugging .

Looking forward to hearing back from you, thanks!

MeMO pad 8 ME581CL (K015) ← another device that gave me a 1 star review

These are customer devices that wont work and are giving my bad reviews on my game, I’ve gone to stores and checked display phones/tablets to see if my game works and tappy chicken works - which they don’t. I don’t have access to logcat/adb debug because I don’t own the devices.

I can see you are getting similar reviews on tappy chicken in your store - on these same devices unity and unreal 3 works (epic citadel)

will they ever be supported?

Hi BPANDREW,

I did a little bit of looking around, and I can’t find out what GPU that specific tablet has. [GPU type (and by extension will the device run Tappy Chicken)][1] is the best way to tell if a device is going to be supported. If you’ve tried Tappy Chicken on the tablet and Tappy does not run, there’s a very good it will not be supported.

If you can find out what the GPU of this tablet is I can tell you if we’ve tested devices with the same/similar GPUs. If the tablet doesn’t support at least OpenGL ES 2.0, it’s not going to run UE4 games.

I will tell you, and I think you got a similar answer when you brought up the [cheap tablets question on the UE forums][2], that Unreal development for mobile is aimed at more mid-range and high-end devices, and there isn’t much in the way of going backwards to support very low performance devices, so the answer to your last question is “probably not”.

A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
[2]: EPICS plans to support - sub 100$ tablets - Mobile - Epic Developer Community Forums

I’ve brought this issue up a few times and ive submitted - “the black screen of death” you see reports of this on your tappy bird page on the android store.

EPICS plans to support - sub 100$ tablets - Mobile - Epic Developer Community Forums ← , this was with a 99$ tablet i purchased and returned

on my sm-t230, I cant run tappy chicken (including the 4.8 release), but I can run a range of unity games as well as the unreal 3 engine (epic citadel)

my friend bought the cheapest tablet from dx.com and it can run the unreal engine.

I really think there is a bug or something that needs to be sorted out.

Like I said, if it can’t run Tappy, it’s unlikely to be supported. Unity is not UE4 and is not a good comparison, nor is anything built with UE3, unless you plan on building your games in UE3, in which case we can’t support you.

If your friend bought a cheap tablet that has a GPU that can run the engine then we can support that tablet. It all depends on GPU.

OK - thanks I guess, tactically I disagree with that decision but I hope as time moves forward EPIC changes that standpoint.

https://play…com/store/apps/details?id=com.BPLTD.ZTA

getting murdered with 1 stars - I just had to add the nexus 6 to my exclusion list - Imgur: The magic of the Internet

my brother in law has a device that does this - I’m going to investigate this issue with his device on friday - I assume its the black screen of death just like on my tab 7 4.0

With 4.8.0 the obb verification happens first so it somewhat loads, I’m not sure why it takes a long time for some people unless its downloading the content.

I really don’t know what to do now, should I keep excluding devices? exluding the nexus 6 seems insane to me - is there something I don’t know about the deploy process? Can I get some tutorials on how to package and deploy this thing to the play store?

Nexus 6 should work just fine with UE4. Is it crashing or going to black screen? Can you get logcat for the Nexus 6?

I was able to meet with someone having this issue (no i dont have ) it seems to be failing during a “open level” operation. the main menu can run, where i transfer someone to the loading page, and then it gets stuck there (on some devices), could this be a memory issue? if a device cant load a map will it just fail with no response?

this works on my and my nvidia shield tablet. I’ve searched the forums, are there any known issues with open level failing on specific devices?

I have my maps wired in this way - this unreal 4.8.1

[AlwaysCookMaps]
+Map=/Game/MAPS/MAIN_MENU
+Map=/Game/MAPS/MAP_A

i just tested it out - if there is an invalid map travel error, it will report it then bounce back to my main menu. something else is going on, its almost as if its ignore my open map node.

im pushing a new build out with more things to capture this and report this. I will see if I can get a to try and get me from their device

Were you able to obtain any for us?

No - my most responsive test doesn’t even own a desktop computer

this was a few issues happening together - i applied the recent fix to the save game and file stream (coming in 4.8.2) which helped.

the only issue that’s still pending is multiple map loads seem to fail ie. (MAIN MENU → TRANSITION MAP → LEVEL MAP) or even map streaming seems to fail (MAIN MENU → LEVEL MAP → STREAM IN CONTENT) on some android devices. I’m not sure if this is related to the file system issue - its very hard to test this because I can’t replicate it directly from any of my devices.

Hey,

If you can repro the map issue and provide us with those steps or provide us with , we’ll be able to assist you further with this issue. So once you have that information available to share, please open a separate AnswerHub post solely regarding the map streaming issue and we’ll assist you further.

Thanks!