iOS problem, on iphone i can't see my level

Hy, i’m on my first project .
Make me to understand something.

Everything is work fine in my game in UE4.
I have 5 level , 1 for menu and 4 are game levels.
To open a level i use Open Level - > my level name.
When i package i have no problems, i package for iOS from Windows using a remote to MAC .
I install on my iphone 5, it’s load the game, load the main menu, when i press to open a level, i’ve got this .

Now the question are … where are my levels?

,

Did you change the maps in Maps & Modes under Project Settings? If you have a UMG menu, don’t forget to add it to the viewport in the blueprint.

Let me know if these tips don’t resolve the issue you’re running in to.

Thanks!

  1. I’m sorry if i didn’t do some screen .
  2. My game Load normal but when i select to open a gameplay level, it’s getting me to that screen .
  3. I notice also: in my game i have some germs, in level 1-19,in level 2-24, in screenshot you can see are 19 germs to collect, it’s mean i’m in level 1.
  4. I add “must to collect” in GameInstance, so when i open a level, send to GameInstance how many germs i must collect, and from UMG i read how many germs i “must to collect” from GameInstance.that it’s work ok.
  5. Current time from screenshot is a count time system from PlayerController,and also work ok.
  6. When my player move i hear some sounds, how my player it’s move,that work ok.
  7. I create a new project from template with 2 levels and its work fine that one.
  8. I don’t know what it’s wrong .
  9. My project was blueprint then i add some c++ class, its that a problem ?

This is my first map ,while i’m playing on pc.


And here i record whats happen in my iphone
https://www…com/watch?v=K3-tMu9B8W8

I think i found the problem

  1. [2017.03.09-10.10.24:859][ 0]LogMaterial: Can’t compile PP_OutlineColored with cooked content, will use default material instead
  2. [2017.03.09-10.10.24:860][ 0]LogMaterial:Warning: Failed to compile Material /Game/MyGame/Assets/Materials/Materials/PP_OutlineColored.PP_OutlineColored for platform GLSL_ES2_IOS, Default Material will be used in game.
  3. I use in game some post processvolume to see trhough wall my germs, and how errors show up, it use default material, from there is my screen like this.
  4. I attach the material, maybe someone figure out what is the problem with it[link text][1]

129261-pp_outlinecolored.zip (75.9 KB)

,

Could you please upload a version of your project (not packaged) and submit the link to me through the forums? I need to take a closer look at your project. It’s possible that your project isn’t optimized for Android ddevices, or the one you’re testing on.

In order to better assist you, I’m going to need for you to provide me the logs from your mobile device.
Runtime logs from a device using Xcode:

  • Connect Device to Mac
  • Open Xcode > Window > Devices
  • Select your Device
  • Expand the console

Crash logs from a device using Xcode:

  • Connect Device to a Mac
  • Open Xcode > Window > Devices
  • Select your Device
  • Select ‘View Device Logs’
  • Select the process that matches your game and crash date/time
  • Right-click on the process and select ‘Export Log’

Logs from a Windows computer for iOS devices:

  • Open iPhonePackager (Engine/Binaries/DotNET/IOS)
  • Select a uproject file (Optional)
  • Select the Advance Tools tab
  • Select Other Deployment Tools…
  • Select Backup Documents…
  • Select the IPA for the game you wish to get a log for
  • The documents directory data will then be copied to Engine/Binaries/DotNET/IOS/IOS_Backups or GameDir/IOS_Backups if a uproject was selected
  • The log can then be found at IOS_Backups/Game/Saved/Logs

Make sure that you highlight all of the logs, because they do not save unless they’re highlighted.

Thank you!

Thank for your response, i developed only for iOS right now and ,ussualy i keep “Mobile Stats” on in Material window,but i don’t know why was disabled when i was cheking this Material that cause me troubles.
I will try to take the logs and i will send .

[link text][1]

129498-ios_backups.zip (57 KB)

I try to package for iOS, and i packeged withou problems, but when i open the game in my phone, its crashing .
I need some tips to buld it,
Thank You.

,

Here is the warning I found in your BallGame.log:

Warning: The [OnlineSubsystemFacebook]:bEnabled flag has been moved to the IOS Project Settings, please update your preferences and App ID there.
[2017.03.10-21.52.16:323][  0]LogRHI:Warning: Device reports support for 128 vertex uniform vectors, UE4 requires 256. Rendering artifacts may occur, especially with skeletal meshes. Some drivers, e.g. iOS, report a smaller number than is actually supported.

Here are the warning logs from your project logs:

UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:439][  0]LogInit:Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:450][  0]LogInit:Display: -----------------------------------
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:492][  0]LogInit:Display: LogLinker:Warning: Can't find file '/Game/MyGame/Blueprints/NewBlueprint'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:502][  0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/MyGame/Blueprints/NewBlueprint': Can't find file '/Game/MyGame/Blueprints/NewBlueprint'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:512][  0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Class /Game/MyGame/Blueprints/NewBlueprint.NewBlueprint_C'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:525][  0]LogInit:Display: UGameSparksModuleLog:Warning: GameSparks::StartupModule
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:537][  0]LogInit:Display: LogCook:Warning: Found unparsable ini setting Windows.EditorPerProjectUserSettings:AssetEditorToolkitTabLocation:/Game/MyGame/Maps/MeniuLevel.MeniuLevel:PersistentLevel.MeniuLevel:0 for platform IOS, invalidating cook.
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:547][  0]LogInit:Display: LogBlueprint:Warning: [Leaderboard_data] 'LeaderboardData' variable not found. Base class was probably changed.
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:558][  0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Game/MyGame/Blueprints/NewBlueprint.NewBlueprint_C'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:568][  0]LogInit:Display: LogRedirectors:Warning: String Asset Reference '/Game/MyGame/Blueprints/NewBlueprint.NewBlueprint_C' was not found! (Referencer 'None')
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:579][  0]LogInit:Display: LogPhysics:Warning: AddBoxesToRigidActor: [/Engine/BasicShapes/Cube.Cube] BoxElems[0] invalid or has invalid transform
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:589][  0]LogInit:Display: LogPhysics:Warning: AddConvexElemsToRigidActor: [/Engine/BasicShapes/Cube.Cube] ConvexElem[0] invalid
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:600][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (128,64) to (128, 128). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:610][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (64,32) to (64, 64). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:621][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (32,16) to (32, 32). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:632][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (16,8) to (16, 16). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:642][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (8,4) to (8, 8). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:653][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (4,2) to (4, 4). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:663][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (2,1) to (2, 2). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:674][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (1024,512) to (1024, 1024). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:684][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (512,256) to (512, 512). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:694][  0]LogInit:Display: LogTextureFormatPVR:Warning: Expanding mip (256,128) to (256, 256). Memory overhead: ~50%
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:705][  0]LogInit:Display: LogLinker:Warning: Can't find file '/Game/RollingBP/Assets/Ball/Meshes/Ball_Mesh'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:715][  0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/RollingBP/Assets/Ball/Meshes/Ball_Mesh': Can't find file '/Game/RollingBP/Assets/Ball/Meshes/Ball_Mesh'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:726][  0]LogInit:Display: LogUObjectGlobals:Warning: Failed to find object 'Object /Game/RollingBP/Assets/Ball/Meshes/Ball_Mesh.Ball_Mesh'
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:736][  0]LogInit:Display: LogRedirectors:Warning: String Asset Reference '/Game/RollingBP/Assets/Ball/Meshes/Ball_Mesh.Ball_Mesh' was not found! (Referencer '/Game/MyGame/Assets/Ball/Materials/Ball_material.Ball_material:PreviewMesh')
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:747][  0]LogInit:Display: 
UATHelper: Packaging (iOS): UE4Editor-Cmd: [2017.03.10-21.34.08:758][  0]LogInit:Display: Success - 0 error(s), 64 warning(s)

I fix it, i import some materials, that have specular,metalic and that cause me troubles.
I think i overjump Mobile Materials Docs .
And another problem was with the sky from UE4 engine, if you want to develop for mobile, you must add your own sky, because UE4 sky have 15mb.
Thank you for your help!

You’re welcome. :slight_smile: