iOS - Black screen after splash screen

Hi. I am having a lot of problems to get an iOS app, I need your help. So, I have a game (only blueprint code) that runs on Samsung Galaxy note 4, but then I try to get it for iOS. First, I think I have solved this problem: iOS Packaging failed - Mobile - Epic Developer Community Forums moving the project from 4.12 to 4.13. But now when I get to install the app on iPhone 6, it plays the splash screen and then it turns black to exit a few seconds later.
I ran a blank project and it worked. I don’t know where is the problem and how to resolve it.

Thank you.

Hey Nunez,

Please provide me with the logs from the device you’re having trouble with: Guide: [How to obtain logs from iOS][1]

Looking forward to hearing back from you, thanks!

A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

[link text][1]

108740-rv360_interaccion.log (14.2 KB)

Thank you for the support :wink:

Could you upload some screenshots of your project settings, including the maps and your packaging settings, or are you launching on?

Have you tried testing with a blank project for your iOS device?

Yes of course. It’s strange because I did a test, loading first a blank map and then with a delay, changing the map to my level map what I did for my project. And it works on the iOS device, I could “play” the blank map but then it turns black and the app was closed.

I was able to deploy and launch a blueprint only project on an iPhone 6. This iPhone is on version 8.0.2 currently. I also tested an on version 9.3.3 and was able to successfully launch the project onto that device.

I tested with both a new FPS template project and a blank project, with starter content where you are able to switch between the different maps.

  • Please test with a new, blank blueprint project and see whether or not you get the same results.
  • Provide me with your iPhone OS version.
  • Try a different phone if possible.

Thanks!

Hey ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

I’m sorry, I couldn’t work on it, but the next week I will. I will try on other device and I give you a feedback.
Thank you

Ok. I have found the error. It couldn’t load the texture, I got this message: “See power of two settings in texture editor”. Now, I have reload the textures with power of two size and It works, but not fine. I don’t understand why my project works better on Android device (SGalaxy Note 4) than iOs device (iPhone 6).

I’m glad you resolved the issue you were originally having. Here are some documentation links that I believe would be helpful for the performance difference between the two platforms:

  • [Mobile Performance Tips & Tricks][1]
  • [Performance Guidelines for Mobile Devices][2]
  • [Texture Guidelines for Mobile Platforms][3]
  • [Materials for Mobile Platforms][4]

https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/TipsAndTricks/index.html
[2]: Performance Guidelines for Mobile Devices in Unreal Engine | Unreal Engine 5.1 Documentation
[3]: Rendering Features for Mobile Games in Unreal Engine | Unreal Engine 5.1 Documentation
[4]: Rendering Features for Mobile Games in Unreal Engine | Unreal Engine 5.1 Documentation