Android - LogTexture:Error: Texture2D is unknown which is not supported

Tested on UE 4.6 and UE 4.7 on Android.

I have PNG textures of a controller image that display when running on the OUYA console, but aren’t displaying on the Forge TV console.

I have log lines that suggest it looks like a texture issue.
D/UE4 ( 2862): [2015.08.03-22.49.13:290][ 0]LogTexture:Error: Texture2D /Game/Textures/lb.lb is unknown which is not supported.

[logcat.txt log from Forge TV][1]
I’m using a custom branch of 4.7, but I don’t think that’s the issue.
https://github.com/tgraupmann/UnrealEngine/tree/4.7-OUYA

This is a simple blueprint example with some textures.

This could be as simple as a material incompatibility issue on the Forge TV since it works on one device but not on another.

I’m tracking down from the logcat is this a texture issue, GLES, or something else?

It’s not rendering sort order. The text without the sprint controller images display on the Forge TV.

Everything displays on the OUYA Console.

The expected result would be as axises and buttons are used, the virtual controller sprites should move around and toggle visibility.

Any hints are appreciated!

Thanks,

~Tim Graupmann

As with all things isolate the issue.

So I started with a fresh checkout of EpicGames/4.8.

I created a project with a simple scene that has a sprite.

In the project settings added the Android Platform. Added the intent filter to show on Android TV. Edited the Render settings to disable HDR on mobile.

When running on the Forge TV:

The logcat shows:

LogTexture:Error: Texture2D /Game/Textures/TextureSprite.TextureSprite is unknown which is not supported.

And on the OUYA, the sprite displays correctly.

The OUYA has an NVIDIA Tegra 3.

The Forge TV has Qualcomm® Snapdragon™ 805 with Adreno™ 420 GPU.

The core issue ended up being the texture Compression Settings.

I changed the Compression Settings to “UserInterface2D (RGBA)” and now it displays on the Forge TV.

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