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Android app crashes on startup

Setup/hardware specs

  • UE4.11

  • Packaging with ETC2

  • Deploying on a Samsung galaxy S4 (Android version 5.0.1) through USB cable

  • Very simple project with a cube on a plane (see screenshot)

  • Android platform settings (see screenshot)

  • Logcat (see http://pastebin.com/1pQshGES)

What I noticed in the log

One thing I noticed in the log is that I'm getting this nasty looking error: D/UE4 (13600): [2016.04.20-22.30.15:536][ 0]LogInit:Display: Project file not found: ../../../MobileTest/MobileTest.uproject

What happens on the phone

The app gets installed fine on the phone, but when I tap to start the app screen goes black for 5 seconds and then just crashes/exits.

What I was thinking

At the moment of packaging in UE4, do we need to package in a certain location ? I've packaged outside the project location somewhere on my HDD, but it seems that the package needs to be able to find the uproject file ?

Any help would be really appreciated.

very simple scene android settings

Product Version: UE 4.11
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asked Apr 21 '16 at 09:38 AM in Bug Reports

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Hey Sunchaser,

I see that there is a signal 6 fatal crash in the logs. Are you trying to run your project in VR?

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answered Apr 21 '16 at 04:45 PM

avatar image Sunchaser Apr 21 '16 at 10:50 PM

Thanks so much for taking the time, Samantha. Well, eventually I'll be running the project through GearVR. For now I'm just trying to get it to run on my Galaxy S5 Update: You totally put me on the right track to debug this issue. I unchecked "Configure the AndroidManifest for deployment to GearVR" in the Advanced android settings and the app is now running on my phone.

For future reference : Checking this box means the app will only run when the phone is inserted into the GearVR device and it will keep on crashing when it's not ?

I would love a little more background info when you have the time.

Thanks again for your help,

avatar image Samantha Sutton ♦♦ STAFF Apr 28 '16 at 09:21 PM

Yes, if you check that box again it'll be intended for VR, not to run on the device without VR. Some devices have the option to turn the screen itself into "VR" for testing, but you'll need to research to see if yours allows it or not. Let us know if you run into any other complications.

Thanks! :)

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