Shader compilation fails on Tegra 3 (Nexus 7 2012)

I am trying to run a very simple project on an Android device, which is a first generation Nexus 7 (uses Tegra 3). The .apk builds fine, but crashes when trying to run with the following:

D/UE4     (11530): D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.0\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp(49): Fatal error:    
D/UE4     (11530): Failed to compile shader. Compile log:    
D/UE4     (11530): (34) : error C1101: ambiguous overloaded function reference "max(mediump float, float)"    
D/UE4     (11530):     (0) : vec4 max(vec4, float)    
D/UE4     (11530):     (0) : vec3 max(vec3, float)    
D/UE4     (11530):     (0) : vec2 max(vec2, float)    
D/UE4     (11530):     (0) : ps gp4 cp50 fp50 vp50 gp50 mediump float max(mediump float, mediump float)    
D/UE4     (11530):     (0) : float max(float, float)    
D/UE4     (11530): (35) : error C1101: ambiguous overloaded function reference "max(mediump float, float)"    
D/UE4     (11530):     (0) : vec4 max(vec4, float)    
D/UE4     (11530):     (0) : vec3 max(vec3, float)    
D/UE4     (11530):     (0) : vec2 max(vec2, float)    
D/UE4     (11530):     (0) : ps gp4 cp50 fp50 vp50 gp50 mediump float max(mediump float, mediump float)    
D/UE4     (11530):     (0) : float max(float, float)    
D/UE4     (11530):     
D/UE4     (11530): [2014.04.12-19.56.09:390][  0]LogRHI:Fatal: Failed to compile shader. Compile log:    
D/UE4     (11530): (34) : error C1101: ambiguous overloaded function reference "max(mediump float, float)"    
D/UE4     (11530):     (0) : vec4 max(vec4, float)    
D/UE4     (11530):     (0) : vec3 max(vec3, float)    
D/UE4     (11530):     (0) : vec2 max(vec2, float)    
D/UE4     (11530):     (0) : ps gp4 cp50 fp50 vp50 gp50 mediump float max(mediump float, mediump float)    
D/UE4     (11530):     (0) : float max(float, float)    
D/UE4     (11530): (35) : error C1101: ambiguous overloaded function reference "max(mediump float, float)"    
D/UE4     (11530):     (0) : vec4 max(vec4, float)    
D/UE4     (11530):     (0) : vec3 max(vec3, float)  
D/UE4     (11530):     (0) : vec2 max(vec2, float)    
D/UE4     (11530):     (0) : ps gp4 cp50 fp50 vp50 gp50 mediump float max(mediump float, mediump float)    
D/UE4     (11530):     (0) : float max(float, float)    
F/libc    (11530): Fatal signal 6 (SIGABRT) at 0x00002d0a (code=-6), thread 11567 (Rendering 1)

The scene consists of a few static meshes using a very basic shader (no textures) and a static point light.

The strategy game example crashes with the same error, while Tappy Chicken example runs fine.

Seems to be an issue with Tegra shader compiler, stumbled upon this in Unity shader code:

// tegra is confused if we use _LightShadowData.x directly
// with "ambiguous overloaded function reference max(mediump float, float)"

half lightShadowDataX = _LightShadowData.x;
return max(dist > (shadowCoord.z/shadowCoord.w), lightShadowDataX);

Hello Mechkg,

Unfortunately The Nexus 7 is not on our current list of supported devices which you can find here: Android Support for Unreal Engine | Unreal Engine 5.1 Documentation

-Max B.

If you haven’t already, go into your project settings and turn off Mobile HDR. Doing this let’s me run most projects on my first generation Nexus 7.

EDIT: Also, build with either ETC1 or DXT