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Android AR game crashes when use vulkan

Below Device Output Log:

 D/UE4     : [2018.11.29-17.24.06:892][ 79]LogGoogleARCoreImageBlitter: Error: Shader compile error: 
 D/UE4     : [2018.11.29-17.24.06:892][ 79]LogOutputDevice: Warning: 
 D/UE4     : 
 D/UE4     : Script Stack (0 frames):
 D/UE4     : 
 D/UE4     : Assertion failed: CompileSuccess [File:D:\Build\++UE4\Sync\Engine\Plugins\Runtime\GoogleARCore\Source\GoogleARCoreBase\Private\GoogleARCoreCameraImageBlitter.cpp] [Line: 119] 
 D/UE4     : 
 D/UE4     : [2018.11.29-17.24.07:119][ 79]Assertion failed: CompileSuccess [File:D:\Build\++UE4\Sync\Engine\Plugins\Runtime\GoogleARCore\Source\GoogleARCoreBase\Private\GoogleARCoreCameraImageBlitter.cpp] [Line: 119] 
 D/UE4     : 
 D/UE4     : [2018.11.29-17.24.07:120][ 79]LogAndroid: Error: === Critical error: ===
 D/UE4     : [2018.11.29-17.24.07:120][ 79]LogAndroid: Error: 
 D/UE4     : [2018.11.29-17.24.07:120][ 79]LogAndroid: Error: Assertion failed: CompileSuccess [File:D:\Build\++UE4\Sync\Engine\Plugins\Runtime\GoogleARCore\Source\GoogleARCoreBase\Private\GoogleARCoreCameraImageBlitter.cpp] [Line: 119] 
 D/UE4     : [2018.11.29-17.24.07:120][ 79]LogAndroid: Error: 
 D/UE4     : [2018.11.29-17.24.07:120][ 79]LogAndroid: Error: [Callstack] 0x0000007CB974A7D8 (0x00000000033B57D8) libUE4.so!FGoogleARCoreDeviceCameraBlitter::LateInit(FIntPoint)  []
 D/UE4     : [2018.11.29-17.24.07:120][ 79]LogAndroid: Error: [Callstack] 0x0000007CB974AEE8 (0x00000000033B5EE8) libUE4.so!FGoogleARCoreDeviceCameraBlitter::DoBlit(unsigned int, FIntPoint)  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CB974BBFC (0x00000000033B6BFC) libUE4.so!FGoogleARCoreDevice::OnWorldTickStart(ELevelTick, float)  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CB975CA00 (0x00000000033C7A00) libUE4.so!TBaseRawMethodDelegateInstance<false, FGoogleARCoreDevice, void (ELevelTick, float)>::ExecuteIfSafe(ELevelTick, float) const  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CBC0CD1EC (0x0000000005D381EC) libUE4.so!TBaseMulticastDelegate<void, ELevelTick, float>::Broadcast(ELevelTick, float) const  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CBC0C7804 (0x0000000005D32804) libUE4.so!UWorld::Tick(ELevelTick, float)  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CBBF35208 (0x0000000005BA0208) libUE4.so!UGameEngine::Tick(float, bool)  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CB9717C9C (0x0000000003382C9C) libUE4.so!FEngineLoop::Tick()  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CB9711ED8 (0x000000000337CED8) libUE4.so!AndroidMain(android_app*)  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CB971D464 (0x0000000003388464) libUE4.so!android_main()  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CB973B204 (0x00000000033A6204) libUE4.so![Unknown]()  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CE0DB7D08 (0x0000000000067D08) libc.so![Unknown]()  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: [Callstack] 0x0000007CE0D6F34C (0x000000000001F34C) libc.so![Unknown]()  []
 D/UE4     : [2018.11.29-17.24.07:121][ 79]LogAndroid: Error: 
 D/UE4     : [2018.11.29-17.24.07:122][ 79]LogAndroid: Error: 
 D/UE4     : [2018.11.29-17.24.07:122][ 79]LogAndroid: Error: 
 D/UE4     : [2018.11.29-17.24.07:152][ 79]LogWindows: FAndroidMisc::RequestExit(1)
Product Version: UE 4.21
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asked Nov 29 '18 at 06:06 PM in Bug Reports

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avatar image Jeff A ♦♦ STAFF Nov 29 '18 at 09:47 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



avatar image Invius Dec 04 '18 at 06:55 PM

I'm having this same issue, i need vulkan because in open gl it doesn't read the mesh with 250k polygons, and when i use vulkan in a normal mobile app it reads the full mesh, but when i have ar enable the app crashes.

avatar image ArtavazdNG256 Nov 30 '18 at 01:53 PM

thanks too

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