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Particle Cutouts (Fast Flipbook Particle Rendering) don't work on Android

When I try to render Particle Cutouts on Android, game suddenly crashed:

 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public/Containers\Array.h] [Line: 804] 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: Array index out of bounds: 512 from an array of size 512libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FDynamicSpriteEmitterData::GetVertexAndIndexDataNonInstanced(void*, void*, void*, FParticleOrder*, FVector const&, FMatrix const&, int) const 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FDynamicSpriteEmitterData::GetDynamicMeshElementsEmitter(FParticleSystemSceneProxy const*, FSceneView const*, FSceneViewFamily const&, int, FMeshElementCollector&, FParticleVertexFactoryBase*) const 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FParticleSystemSceneProxy::GetDynamicMeshElements(TArray<FSceneView const*, FDefaultAllocator> const&, FSceneViewFamily const&, unsigned int, FMeshElementCollector&) const 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FSceneRenderer::GatherDynamicMeshElements(TArray<FViewInfo, FDefaultAllocator>&, FScene const*, FSceneViewFamily const&, TArray<unsigned char, SceneRenderingAllocator> const&, TArray<unsigned char, SceneRenderingAllocator> const&, FMeshElementCollector&) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate&) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FForwardShadingSceneRenderer::InitViews(FRHICommandListImmediate&) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FForwardShadingSceneRenderer::Render(FRHICommandListImmediate&) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so![Unknown]() 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so![Unknown]() 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FNamedTaskThread::ProcessTasksUntilQuit(int) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!RenderingThreadMain(FEvent*) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FRenderingThread::Run() 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FRunnableThreadPThread::Run() 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libUE4.so!FRunnableThreadPThread::_ThreadProc(void*) 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libc.so![Unknown]() 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: libc.so![Unknown]() 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: [2016.07.31-23.36.05:607][-7700244]Assertion failed: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public/Containers\Array.h] [Line: 804] 
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers D/UE4: Array index out of bounds: 512 from an array of size 512
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers I/art: System.exit called, status: 0
 08-01 01:36:05.604 28545-28747/com.gamedna.Chasers I/AndroidRuntime: VM exiting with result code 0, cleanup skipped.
 08-01 01:36:06.354 2050-2470/? I/AudioFlinger: BUFFER TIMEOUT: remove(4098) from active list on thread 0x40d43008
 08-01 01:36:06.884 2452-3272/system_process I/WindowState: WIN DEATH: Window{77205ad u0 SurfaceView}
Product Version: UE 4.12
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asked Jul 31 '16 at 11:52 PM in Bug Reports

avatar image

gameDNA studio
121 8 15 23

avatar image Ed Burgess ♦♦ STAFF Aug 04 '16 at 04:25 PM

Hi,

I've tested this issue and was unable to reproduce a crash on my device. I did however confirm that the particle cutout wasn't functioning on my mobile device and have logged a bug report regarding this issue here.

https://issues.unrealengine.com/issue/UE-34222

Just for testing purposes could you open the attached project and see if you can deploy it on your device. Project

Ed Burgess

particlecutout.zip (450.1 kB)
avatar image gameDNA studio Aug 05 '16 at 01:21 AM

Crash occured also for your project

avatar image Ed Burgess ♦♦ STAFF Aug 09 '16 at 05:47 PM

Hi,

Since I can't reproduce the crash on my end I'm going to get some info from you so I can create a bug report for this issue.

  1. Could you give me the exact list of steps you took leading to the crash. (In my project)

  2. Then submit the crash.

  3. Next get the log file by going into your project file>Saved>Logs and it will be a text file with the same name as your project.

Once you have submitted all that information I can proceed to logging the bug report.

EDIT I removed the source context from your answer and converted to a comment.

Thanks,

Ed Burgess

avatar image gameDNA studio Aug 09 '16 at 09:10 PM
  1. Simply package project for ETC1 in development mode.

  2. Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public/Containers\Array.h] [Line: 804] Array index out of bounds: 256 from an array of size 256libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...)

  3. I attached log file.

Interesting that in logs this crash isn't saved, it exists only in ADB logcat... But game still crashes and it looks like saving logs is stopped before crash...

I noticed that doesn't happen on NVIDIA Shield Tablet K1 but only on Galaxy Note 2.

link text

particlecutout.log (25.6 kB)
avatar image a.katkov Dec 20 '16 at 11:04 AM

Hello folks. I also got this error on my device : Amazon KFFOWI http://specdevice.com/showspec.php?id=4c09-a3cc-0033-c5870033c587⟨=ru

Is there a solution or hotfix?

Thanks.

avatar image Ed Burgess ♦♦ STAFF Dec 20 '16 at 02:26 PM

This issue should already be resolved in 4.14. If you are reproducing a crash in 4.14 I can investigate further.

I should also point out that since you are using an Amazon device (7'' Fire Tablet) this issue may be addressed a bit differently. I will update you with further details soon.

avatar image a.katkov Dec 20 '16 at 02:36 PM

Big thanks for quick answer.

avatar image Ed Burgess ♦♦ STAFF Dec 21 '16 at 04:07 PM

Hi a.katkov,

We would like to run an investigation on your issue. If you are experiencing a crash on 4.14 could you do the following:

  • Make a new bug post Titled: Particle Cutout Crashes Fire Tablet In 4.14

  • Describe how you are getting a crash and request that I be assigned to the ticket.

  • Link the post here in a comment.

Once that is done I can move further with the investigation.

avatar image a.katkov Jan 23 '17 at 04:37 PM

Hi, Ed Burgess.

I builded my game via Engine version 4.14.3 and received same assert. I created new bug post and attached logs from devices.

https://answers.unrealengine.com/questions/552922/particle-cutout-crashes-amazon-kffowi-and-lgls660.html

Thanks.

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Hi gameDNA studio,

We were able to reproduce this issue on the specific device you specified. I have created a bug report here: https://issues.unrealengine.com/issue/UE-34604

Thank you for your patience on this matter and I appreciate all of the info you provided in this investigation.

Ed Burgess

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answered Aug 12 '16 at 03:20 PM

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