Build runs perfectly on Windows, does not run on Android

I’m not sure how to go about any part of my project to test out the how or why.

So from the beginning:
Somewhere I was tweaking settings in 4.10 trying to get login working for Services so I could use in-app purchases. However I never got the login to work and my project stopped being able to run on Android.

Now down the line I’ve copied over, by hand, every bit of information into a new project in 4.11 hoping that my issues with 's services might be fixed or that some obscure bug that I didn’t notice in 4.10 had been squashed.

Unfortunately I am still unable to use the login services through the Show Login UI or whatever it is called.

However, not only will that not work, but as my project is loaded onto my target Android device, a Moto G, after an intro movie is played (which also flickers the video but the audio plays fine) the game closes itself and Unreal reports that the project has been completed successfully and shows no issues in the log.

There are also no logs to be found on my Android device. No TXT files that I have seen suggested by other users as potentially containing useful debug information. Building, deploying, and running on Windows works beautifully.

I’m not sure where to begin debugging, and my brain is fried from the 20 hours I’ve spent on this one issue.

I would love to have a developer check out and tweak my Blueprint-based project because at this point I’ve felt so disheartened that I’m tempted to give up my attempt at self-employment. I’ve spent more time debugging this simple project than actually working on features. And this is from what is hundreds of hours of development time over months.

I also don’t believe anyone other than a dev would likely be able to receive the project files because it contains the Rin Dice Pack from the Marketplace, so I cannot distribute such files to other users.

At this point, I would appreciate any feedback at all as to just getting started. I’ve yet to reach a point where my project simply won’t run until these past few days.

As for the device itself being suspect, I do have a few stable APKs that have the project running as required. So I am not doubting the ability of my device to run in the first place. I’ve been testing over months.

Thanks, community! Here’s to learning.

P.S. I do not require the Play part of the services as my app is a tool and not a game. I actually am not sure if Play information is required by UE4 somewhere/somehow? I don’t think I’ve seen a project using Unreal that was created as a tool and not a game.

Could you please upload any error logs from the project that you may have received. If you need to get the logs from your device, please go here: C:\android-sdk-windows\tools and run Monitor.bat while your device is connected to your computer. Go ahead and start the application so that the logs can be obtained.

Please also include any screenshots of your blueprints which you believe may be faulty and/or causing the issues.

Thank you!

So I can’t get Monitor.bat to perform? The console closes after about 1-3 seconds and nothing further occurs. No information is displayed. This is running as and with my app being pushed successfully to the device.

Please restart your computer and your device. Make sure that your firewall/anti-virus or any other program is not blocking Monitor.bat. This is how you’d get your logs off of your device. Please keep in mind that the logs have to be selected in order for them to save to a text document.

If Monitor.bat continues to crash on you, I would highly suggest reinstalling.

[Mobile Development Troubleshooting Guide][1]

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Restarted all devices, disabled anti-virus and Windows AV/firewall, monitor.bat’s command line still closes without any further information while the project is being pushed to my device or during the push or before or after.

I am going to reinstall Android Works except using the Nvidia-provided, updated revision. I’ll see if that works and will report back.

Please let me know, once you know more!

I still could not get monitor.bat to do anything while my device is connected, even with the R4 of AndroidWorks.

It could also be an issue with my PC and phone itself, the problem is I don’t have the option to load my project on a new PC or a new Android device, and if my devices truly are the issue then I’m kinda SOL.

Could you try running monitor.exe. It should be located here: C:\android-sdk-windows\tools\lib\monitor-x86

Let me know how it goes, thanks!

Ah hah! [link text][1]

This is what I managed to pull from logs specifically related to my app. Is this what you were looking for?

76545-log.txt (37 KB)

Is your project throwing out this error on every device, or certain devices? I see that you mentioned a Moto G above, I was wondering if you’ve been able to test any other phone.

Another thing I am wondering about is whether or not any more information is seen after “D/UE4(2775): Signal 11 caught!” within the Monitor.exe application. If so, could you tell me what it is?

Currently, I believe the issue falls back on: : GL_INVALID_OPERATION

Could you please tell me whether or not you’ve changed any of the settings for your graphics library within the project? Do you know approximately what you changed in your project after this error started occurring?

Looking forward to hearing back from you, thanks!

I have not been able to test on other devices yet. Also, it appears that the GL_INVALID_OPERATION error has information here: OpenGL Error - OpenGL Wiki

I have changed graphics settings, but I do not remember which. I am going through my project settings. What with Open GL seeming to have part in this I wonder if I can force it off or use an older version?

I’ll be back with more.

A few more errors I’ve come across. Not sure what’s up at all still.

: EGL_BAD_ATTRIBUTE

02-02 18:20:29.990: E/libEGL(28855): called unimplemented OpenGL ES API


02-02 18:20:37.385: E/BufferQueueProducer(28855): [unnamed-28855-0] dequeueBuffer: BufferQueue has been abandoned
02-02 18:20:37.395: E/BufferQueueProducer(28855): [unnamed-28855-0] cancelBuffer: BufferQueue has been abandoned
02-02 18:20:37.407: E/BufferQueueProducer(28855): [unnamed-28855-0] connect(P): BufferQueue has been abandoned
02-02 18:20:37.428: W/Adreno-ES20(28855): <core_glBufferData:1028>: GL_INVALID_OPERATION
02-02 18:20:37.429: D/UE4(28855): Signal 11 caught!

02-02 18:20:29.990: E/libEGL(28855): called unimplemented OpenGL ES API
02-02 18:20:32.161: E/MediaPlayer(28855): Should have subtitle controller already set
02-02 18:20:32.161: E/MediaPlayer(28855): Should have subtitle controller already set
02-02 18:20:37.385: E/BufferQueueProducer(28855): [unnamed-28855-0] dequeueBuffer: BufferQueue has been abandoned
02-02 18:20:37.395: E/BufferQueueProducer(28855): [unnamed-28855-0] cancelBuffer: BufferQueue has been abandoned
02-02 18:20:37.407: E/BufferQueueProducer(28855): [unnamed-28855-0] connect(P): BufferQueue has been abandoned

Still doing some research. Looks like the MediaPlayer plugin is throwing errors on my device as well. Gonna disable every Media Player plugin available and recompile.

Were you able to resolve the GL error you were running in to? I see that you’ve posted a new AnswerHub post regarding the mediaplayer plugin for Android. I will be looking into that issue but I would like to know whether or not this specific issue was resolved.

Thanks!

Yes, this issue is solved. It seems that specifically this was related to the MediaPlayer as when I disabled the plugin my project began working properly on my Android device.

However, I still get the error: 02-02 18:20:29.990: E/libEGL(28855): called unimplemented OpenGL ES API

I have changed various settings in an attempt to remove or affect the warning thrown, but to no effect. For now, it does not break my project.

I’m glad that your initial issue has been resolved. If you happen to notice that the unimplemented OpenGL ES API message starts to cause trouble, submit a new question to AnswerHub. Make sure you include your logs.

Thanks! :slight_smile: