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Deploy to an Amazon Kindle Fire HDX

Has anyone successfully managed to deploy to a Kindle Fire HDX yet? I'm considering getting one to develop on, but want to make sure it works ok before I buy one. :)

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asked Apr 23 '14 at 08:54 AM in Packaging & Deployment

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OnePunchPete
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avatar image [Epic]Maximusdb3 STAFF Apr 23 '14 at 03:53 PM

Hi OnePunchPete,

Android platform support is still in it's early stages and as such there will be some rough spots when developing for that platform. With that said, the Amazon Kindle Fire HDX is one of the devices we are supporting from the start. As Mechkg mentioned, performance is not up to par at the moment but is expected to improve with future updates.

If you're still interested we have documentation to get you started:

https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/index.html

-Max B.

avatar image brianheagney May 23 '14 at 03:54 PM

I cannot get my textures or materials to show up in my Kindle Fire HDX when I make the simplest little scene. I just have one 512x512 png texture used in a material, with directional lighting in my scene.

My materials are always grey.

However, When I deploy Swing Ninja or something to my Kindle Fire HDX, their materials show up. When I copy their materials into my own project, they don't show up, however...so...I'm still confused. Not an "answer", just wanted to let you know what I was experiencing.

(I added LMIV too, nothing helped.)

avatar image mechkg May 23 '14 at 04:05 PM

Hi Brian,

I am struggling with the exact same issue - see https://answers.unrealengine.com/questions/45665/why-doesnt-lighting-work-for-my-scene-on-kindle-fi.html

The scene runs fine on Nexus 5, and the GPU profiler that intercepts OpenGL calls from the device renders it correctly, and all of the Epic's samples run fine.

Disabling Mobile HDR is one workaround, but obviously it's not ideal.

Hopefully someone from Epic will shed some light on the issue.

avatar image brianheagney Jun 07 '14 at 12:46 AM

Hey mechkg, yeah, I had already unclicked the HDR

Odd thing is, when I deploy Swing Ninja to my Kindle Fire HDX, it runs fine. When I use the Swing Ninja settings, and upload my own meshes, my own materials, etc, the project deploys to Kindle Fire HDX fine.

However, when I create a new project from scratch, import the exact same meshes, and use the exact same materials, and use the exact same settings in "project settings", I only get grey materials when I run it on the Kindle.

I still don't know what the deal is. I have a working version, but it's annoying knowing that if I create a project from scratch, I have no idea why my materials don't show up.

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2 answers: sort voted first

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

Thanks!

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answered Nov 25 '14 at 04:55 PM

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[Epic] Gribbs ♦♦ STAFF
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Yes, I got one specifically for playing with UE and it works quite well.

The sample projects (Mobile Temple, Strategy Game etc.) all work fine. Mobile Temple is a bit slow, but is expected to get better with a driver update (see this).

However the current state of UE4 on Android can be somewhat disappointing - as far as I understand there is no support for any sort of dynamic lighting, that is you can't have moving lights, you can't have real-time shadows, and even static lights use some sort of pre-calculated light volume to light moving objects, at least that is what I think they do, I couldn't make lighting work on moving objects at all (this is what it looks like)... it's not obvious how it is supposed to work, neither it is properly documented.

So keep that it mind to avoid disappointment if you're only buying it for UE!

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answered Apr 23 '14 at 11:24 AM

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mechkg
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avatar image OnePunchPete May 14 '14 at 08:53 AM

Thanks for the advice! I have a windows PC and an iPad, which aren't much good together with UE4. I'll look into getting hold of a Kindle for testing. I did a fair amount of work for mobile in UDK, so I know of it's limitations, and i'm slowly getting to grips with the UE4 mobile implementation (it's a lot better than UDK).

I had similar issues as you regarding the lighting of moving objects. Make sure your shaders aren't too complex, and ensure you have a Lightmass Importance Volume in your persistent level.

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