x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Android crash on startup, after LogMoviePlayer: Initializing Movie Player

I've got two Android devices, a Galaxy S5 and an Ellipsis 8. My project (packaged with "Android All") loads and runs without problem on the Galaxy; however, on the Ellipsis tablet I only get the loading splash screen and then crash to home screen.

The last line in the saved log on the device is: LogMoviePlayer: Initializing Movie Player

(Update) ran the SDK Monitor and got this, more accurate info, on the crash:

...

07-02 09:22:28.377: D/UE4(12465): [2016.07.02-13.22.28:377][-6889872]LogMoviePlayer: Initializing movie player

07-02 09:22:28.377: D/UE4(12465): Assertion failed: Result == EGL_TRUE [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\OpenGLDrv\Private\Android\AndroidEGL.cpp] [Line: 211]

07-02 09:22:28.377: D/UE4(12465): ERROR: SetCurrentSharedContext eglMakeCurrent failed : 0x3002libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...)

07-02 09:22:28.377: D/UE4(12465): libUE4.so!AndroidEGL::SetCurrentContext(void*, void*)

07-02 09:22:28.377: D/UE4(12465): libUE4.so!FOpenGLDynamicRHI::RHIAcquireThreadOwnership()

07-02 09:22:28.377: D/UE4(12465): libUE4.so!FRenderingThread::Init()

07-02 09:22:28.377: D/UE4(12465): libUE4.so!FRunnableThreadPThread::Run()

07-02 09:22:28.377: D/UE4(12465): libUE4.so!FRunnableThreadPThread::_ThreadProc(void*)

07-02 09:22:28.377: D/UE4(12465): libc.so![Unknown]()

07-02 09:22:28.377: D/UE4(12465): libc.so![Unknown]()

07-02 09:22:28.378: D/UE4(12465): [2016.07.02-13.22.28:378][-6889872]Assertion failed: Assertion failed: Result == EGL_TRUE [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\OpenGLDrv\Private\Android\AndroidEGL.cpp] [Line: 211]

07-02 09:22:28.378: D/UE4(12465): ERROR: SetCurrentSharedContext eglMakeCurrent failed : 0x3000

07-02 09:22:28.384: I/art(12465): System.exit called, status: 0

07-02 09:22:28.384: I/AndroidRuntime(12465): VM exiting with result code 0, cleanup skipped.

07-02 09:22:28.597: I/WindowState(624): WIN DEATH: Window{eabe23 u0 John.Schuch.EUROPA/com.epicgames.ue4.GameActivity}

07-02 09:22:28.612: I/WindowState(624): WIN DEATH: Window{91f1211 u0 John.Schuch.EUROPA/com.epicgames.ue4.GameActivity}

The startup level is an empty level with a two-button simple UMG for loading another level and quit.

Ellipsis 8 is running Android v5.1.1

Product Version: UE 4.12
Tags:
more ▼

asked Jul 02 '16 at 01:03 PM in Packaging & Deployment

avatar image

JSchuch
1 2 3

avatar image AndrewHurley Jul 07 '16 at 06:20 PM

Hey JSchuch,

Can you provide me with a screenshot of your UMG set up so I can reproduce this on my end? Getting an accurate repro case is important for reporting the crash. If you think it would be easier to send me your example project, I am not opposed to testing that on my end.

I am assuming your startup map UMG blueprint is being called to the viewport within the level blueprint, and then you have two separate buttons. One execute the console command Open Level, and the other is a simple Quit?

Let me know if you have further questions or need additional assistance.

Cheers,

Andrew Hurley

avatar image JSchuch Jul 08 '16 at 12:11 AM

Here's the level blueprint from the initial map that's loaded at startup, calling the main menu widget.alt text

levelbp.jpg (65.1 kB)
avatar image JSchuch Jul 08 '16 at 12:12 AM

Here's the UMG blueprint for the main menu.

[1]: /storage/temp/97601-umgbp.jpg

umgbp.jpg (52.8 kB)
avatar image AndrewHurley Jul 11 '16 at 07:11 PM

Hey JSchuch,

Would you happen to also have the information on the Media Player file you are using? We are currently going through the process of overhauling the Media Player Framework as there are known issues with its compatibility across various platforms.

In the blueprint images you have provided, I also do not see where you have added or initialized the Media Player file to load and play. To be clear, you have imported a Media Player asset into the Content Browser to be used in your project, correct?

If you can reproduce this issue in a blank project using simple steps and minimal assets, then I can get the crash to appear on my end as well and get a bug entered.

Thank you,

Andrew Hurley

avatar image JSchuch Jul 12 '16 at 12:18 AM

I haven't imported a Media Player asset. The only items I've imported thus far are pngs, objs, and a single wav file. Hrm, now that I typed that, could it be the wav file causing the issue? As you can see in the level blueprint I have it set to play at the end of my blueprint after the main menu is set up.

I will go ahead and test without the Play Sound 2d node and see what happens.

avatar image JSchuch Jul 12 '16 at 12:18 AM

Ok, tried rebuilding the project with the Play Sound 2d disconnected and then again with the wav file completely removed from the content browser and I get the same result with a crash on the movie player.

There are no other media files in the project.

avatar image JSchuch Jul 12 '16 at 12:19 AM

Here's the log:

07-11 20:09:40.626: D/UE4(11605): [2016.07.12-00.09.40:626][-6889872]LogMoviePlayer: Initializing movie player

07-11 20:09:40.627: D/UE4(11605): Assertion failed: Result == EGL_TRUE [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\OpenGLDrv\Private\Android\AndroidEGL.cpp] [Line: 211]

07-11 20:09:40.627: D/UE4(11605): ERROR: SetCurrentSharedContext eglMakeCurrent failed : 0x3002libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...)

07-11 20:09:40.627: D/UE4(11605): libUE4.so!AndroidEGL::SetCurrentContext(void*, void*)

07-11 20:09:40.627: D/UE4(11605): libUE4.so!FOpenGLDynamicRHI::RHIAcquireThreadOwnership()

07-11 20:09:40.627: D/UE4(11605): libUE4.so!FRenderingThread::Init()

07-11 20:09:40.627: D/UE4(11605): libUE4.so!FRunnableThreadPThread::Run()

07-11 20:09:40.627: D/UE4(11605): libUE4.so!FRunnableThreadPThread::_ThreadProc(void*)

07-11 20:09:40.627: D/UE4(11605): libc.so![Unknown]()

07-11 20:09:40.627: D/UE4(11605): libc.so![Unknown]()

07-11 20:09:40.627: D/UE4(11605): [2016.07.12-00.09.40:627][-6889872]Assertion failed: Assertion failed: Result == EGL_TRUE [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\OpenGLDrv\Private\Android\AndroidEGL.cpp] [Line: 211]

07-11 20:09:40.627: D/UE4(11605): ERROR: SetCurrentSharedContext eglMakeCurrent failed : 0x3000

07-11 20:09:40.630: I/art(11605): System.exit called, status: 0

07-11 20:09:40.630: I/AndroidRuntime(11605): VM exiting with result code 0, cleanup skipped.

07-11 20:09:40.854: D/LM(1063): handleMessage

07-11 20:09:40.855: D/LM(1063): MSG_CHECK_MEM

07-11 20:09:40.855: D/LM(1063): handleActionCheck

07-11 20:09:40.858: D/LM(1063): avai_memory_mb:383

07-11 20:09:40.858: D/LM(1063): sendMessageDelayed

07-11 20:09:40.862: I/WindowState(605): WIN DEATH: Window{27d84885 u0 John.Schuch.EUROPA/com.epicgames.ue4.GameActivity}

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Have you made sure to update your Android SDK? With the release of 4.12 we also rolled out platform SDK updates.

Specifically for Android: Updated to NDK 11c. New CodeWorks for Android 1R4 installer replaces previous AndroidWorks 1R1 (located in Engine/Extras/AndroidWorks).

You will need to run through this update process before deploying to your devices and testing.

Since the same project works on your Galaxy S5, this is more than likely a hardware or software compatibility issue with your Elipsis 8 device. Check to make sure your device is also up to date as well.

Let me know if you have further questions or need additional assistance.

Cheers,

Andrew Hurley

more ▼

answered Jul 12 '16 at 08:42 PM

avatar image JSchuch Jul 27 '16 at 10:03 PM

After several attempts to install the 1R4 version, including a full uninstall and reinstall of the SDK and all of its components, I now get an error when it attempts to install Tegra. I also cannot build Android projects in the editor any longer. alt text

tegraerror.jpg (21.8 kB)
nobuild.jpg (37.4 kB)
avatar image AndrewHurley Jul 29 '16 at 07:38 PM

Be sure you are not installed all of the components and just the ones listed in the setup.

alt text

Also be sure you have an installed and compatible version of Visual Studio as well.

alt text

This might sound tedious, but going through the Android Quick Start and making sure you do not have any extra components installed and that you have the correct environment variables are important to getting this to work.

Let me know if you have additional questions or need further assistance.

Cheers,

Andrew Hurley

avatar image JSchuch Jul 29 '16 at 11:00 PM

Just to verify, MSVS 2015 Community is supported still, correct?

avatar image AndrewHurley Aug 02 '16 at 03:49 PM

Yeah, Visual Studio 2015, whether it be Express, Community, or Professional are all supported with any versions of the engine 4.10 and up. Update 3 will give problems if you're on 4.12.4 or earlier but 4.12.5 will fix that, and there is also a QFE you can install to 4.11 to make it compatible with Update 3 as well.

Double check to make sure you are not on 4.12.4, and just in case you need the QFE follow the link below.

https://forums.unrealengine.com/showthread.php?3147-Current-Available-Quick-Fix-Solutions

Let me know if you have further questions or need additional assistance.

Thank you,

Andrew Hurley

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question