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"FAndroidDeviceDetectionRunnable" generating hitch when profiling

I'm using the profiling tools to check the performance of my game and sometimes a thread called "FAndroidDeviceDetectionRunnable" generates a huge hitch on the graph. I'm running the game in the editor and using "Stat StartFile" and "Stat StopFile" commands to generate the profiling file and analyse it. What is this android thread for? Why is it triggered if my project is for PC and Consoles only?

Thanks in advance!

Product Version: UE 4.8
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asked Jan 07 '16 at 12:02 PM in Everything Else

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avatar image Priareos May 06 '16 at 04:18 PM

I am having the exact same problem... Can anyone clear this up? alt text

avatar image liusiyu Jul 09 '16 at 09:09 AM

Hey Jan, I have the same issue and can't find any answer on it. Have you got some reason about the "FAndridDeviceDetectionRunnable" thread? And the "FUdpMessageProcessor" thread also confuse me too. Any reply will help very much, THX.

avatar image Maggese Sep 21 '16 at 10:09 AM

Same problem here as well. Engine version 4.13

avatar image DaGaffer Nov 11 '16 at 09:40 PM

I had the same issue (4.13.2). Since we are a PC project, I turned off the compilation options for Android and other platforms (Edit->Project Settings->SupportedPlatforms) and the thread appears to have gone away.

Note that I couldn't find much if any CPU time actually being spent in that thread. As near as I can tell the profiler is listing for how long the indivdual threads are active, not how much CPU they are consuming. This means that threads in "Wait" mode clutter up the profiler quite a bit as they are theoretically active but in process sleeping until woken by interruption.

I believe that the Android detector starts on game start and ends on game end and therefore is quite likely to head this list since it is active for so long. Good news if your PC ever transforms itself into a Android mid-game! I suspect that somehow in detecting an android it is looking for some aspect like a thread that might not exist strictly at gamestart time but will appear very slightly later, and since the thread never appears it sits and waits, so it is probably somewhat less silly/performant than it appears.

A side note relative to all this - there is a lot more likelihood of the issue in the above .jpg being in the GameThread than in the threads above it (many of which when I have been profiling recently often appear to be in Wait mode).

I'm far from an expert on this aspect of UE however. YMMV.

avatar image Weltenmacher Jun 02 '17 at 03:19 PM

same problem. 4.15.2 FAndridDeviceDetectionRunnable: >1000ms. Game stops for a whole second.

avatar image PRESSURE2000 May 05 '19 at 03:51 PM

i have it to, on 4.22 and i am making a game for VR dont know why this is there

avatar image luklew10 May 17 '19 at 11:38 AM

I am on 4.22 as well. Whole editor stops every few seconds for about 0.5secs and gets more often overtime.

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