In desperate need of help - IOS app crash on launch

I have an app that is a 2D endless runner. It runs fine on the editor. I have managed to reduce the total amount of actors at any time to around 45.

I build the app fine for the IOS, and install it through the .ipa file. I have tried it on two different ipads, one is a mini ipad 2, the other is the first mini ipad. It’s running on Scalable 3D or 2D, so all the heavy settings are disabled.

I have compared my project settings to that of Tappy Chicken, and most everything was the same, and what wasn’t I copied accordingly.

One thing I have noticed is that Tappy Chicken basically has two blueprints, whereas I have 6 or 7 for the different objects on the game. Though I believe this shouldn’t be a problem.

I also have a custom game mode basically to pick my own HUD and player character. Nothing else changed.

I add the floor where the player walks on through the level blueprint, through the Event Tick with a couple of delays to stop the continuous spawning, and in the past I have used the game mode blueprint to do the same. I wonder if any of these are problematic.

Lastly, I have a log file from the crash that happened on the mini ipad 2. It appears to me that it is a memory related crash. If so, how can I improve the memory handling? It’s all a bunch of sprites and even at 45 actors present at the time, I thought it shouldn’t be a problem.

Any help is appreciated. I have no idea how to move on from here.

This log doesn’t actually show anything. Can you run it in Xcode? That will really help a lot. Or get the logs from the Xcode output in the Devices window?

Josh

I’m actually running all of this on windows. What can I do to provide more information?

Hi sinspaw,

Please see this thread for instructions of how to get iOS logs from Windows.

That’s the exact procedure I undertook to get the log. I didn’t change it to .txt though. So I’m trying it again. Here it is.

Don’t give up on me please! Here’s an image of my game level blueprint which regulates the spawning. Hope it helps !

There’s just no crash in that log, so it doesn’t help us at all :frowning:

I doubt it’s memory. There should be a way to get the crash dump if you run iTunes with it connected. (iPhone app crash dumps – David Quail)

If you have a device with iOS 7.x, you can use IPhone Config Utility in Windows to get more information. Do you have one?

Hi sinspaw,

After you’ve followed Josh’s instructions above, can we get a copy of your project to try to reproduce the issue you’re seeing?

Just be sure to delete the saved and intermediate folders before you send; you can post a link here from any online file service you like, or if you do not want to post here you can send me the link via the UE forums, my user name is the same as it is here.

Thanks!

I found this log for the mini ipad 2. Does it mean anything that its name is “Low Memory”?

I’m also trying to get iphone config utility going for it, since it’s not updated to ios 8. Will post more when I have.

Thanks for helping me

I’ve uploaded it here. Thank you so much for your help. I’ll post more once I get the iphone config utility running

I got the utility to work, connected the mini ipad 2, ran the app whilst the program was on. I had cleared up the console, so all this text is directly coming from after I open up the app. Here is the log.

Well you are definitely running out of memory somehow. Usually it would be textures, have you added any crazy textures or anything?

Are you able to ever load any of your content?

Actually, one thing you could do would be to do Mobile Preview from the editor, and in there, do this console command:

listtextures

That will dump to the log all the textures you have loaded, sorted by size. Look for anything crazy in there.

Hi sinspaw,

In that last set of logs, I noticed these two errors:

LogTexture:Error: Texture2D /Game/2DSideScrollerBP/Used_Materials/Sprint05.Sprint05 is unknown which is not supported.

LogTexture:Error: Texture2D /Game/2DSideScrollerBP/Used_Materials/Run_002.Run_002 is unknown which is not supported.

Not sure if those are related to your crash, but it can’t be helping. Have you checked out the Mobile Development limitations documentation?

I think I may have figured out the problem. It’s quite silly of me really, but I thought it wouldn’t be a problem. Basically my artist buddy does his drawings and he has saved some of them with crazy resolutions like 1700 x 2800. So what i’m going to try to do is get him to reduce all the resolutions to something a bit more normal and to a power of 2, and see how it works.

To Josh: For some reason I’m having trouble running on a mobile preview, but once I’m able I’ll check it out.

Thank you both for your efforts in helping me. Truly appreciate it.

Just wanted to come back to confirm that the app now runs fine after standardizing the texture resolutions.

Thanks again for the excellent costumer service.