Static Skylight crashes Android Tegra (Shield Portable)

So after a long day of debugging I’ve finally figured out why my standard default FPS Template is crashing on export to my android NVIDIA SHIELD Portable. It turns out to be the skylight, even when set to static and all flags turned off (no particular flag is crashing after individual testing).

My work around for now is to build lighting and delete the skylight before building out to the device - but there has to be a better work around. My understanding is that Mobility of Static Skylights were supported on Android devices.

Building out just has a black screen for 5 seconds before crashing out when the skylight is in the scene. If anyone has any code-fixes I could use just to mitigate this issue, it would be greatly appreciated.

Log:

LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:119][  0]LogRHI: Error: Failed to link program. Current total programs: 10 binary bytes: 0
LogPlayLevel:   D/UE4     ( 3906):   log:
LogPlayLevel:   D/UE4     ( 3906): L1001: Can't link program, because it does not contain enough compiled shaders
LogPlayLevel: Warning:   D/UE4     ( 3906): [2019.03.21-17.23.21:120][  0]LogOutputDevice: Warning:
LogPlayLevel:   D/UE4     ( 3906): Script Stack (0 frames):
LogPlayLevel: Error:   D/UE4     ( 3906): Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp] [Line: 3718]
LogPlayLevel:   D/UE4     ( 3906): Failed to link program. Current total programs: 10, precompile: 0
LogPlayLevel:   D/UE4     ( 3906): [2019.03.21-17.23.21:141][  0]Assertion failed:  [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp] [Line: 3718]
LogPlayLevel:   D/UE4     ( 3906): Failed to link program. Current total programs: 10, precompile: 0
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:141][  0]LogAndroid: Error: === Critical error: ===
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:141][  0]LogAndroid: Error:
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:141][  0]LogAndroid: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp] [Line: 3718]
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:141][  0]LogAndroid: Error: Failed to link program. Current total programs: 10, precompile: 0
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:142][  0]LogAndroid: Error: [Callstack] 0x00000000A3A81DB0 (0x0000000006E11DB0) libUE4.so!FOpenGLDynamicRHI::RHICreateBoundShaderState_OnThisThread(FRHIVertexDeclaration*, FRHIVertexShader*, FRHIHullShader*, FRHIDomainShader*, FRHIPixelShader*, FRHIGeometryShader*, bool)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:142][  0]LogAndroid: Error: [Callstack] 0x00000000A3AA5930 (0x0000000006E35930) libUE4.so!FOpenGLDynamicRHI::RHICreateBoundShaderState_internal(FRHIVertexDeclaration*, FRHIVertexShader*, FRHIHullShader*, FRHIDomainShader*, FRHIPixelShader*, FRHIGeometryShader*, bool)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:142][  0]LogAndroid: Error: [Callstack] 0x00000000A3A95574 (0x0000000006E25574) libUE4.so!FOpenGLDynamicRHI::RHISetGraphicsPipelineState(FRHIGraphicsPipelineState*)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:142][  0]LogAndroid: Error: [Callstack] 0x00000000A1241B48 (0x00000000045D1B48) libUE4.so!MobileReflectionEnvironmentCapture::FilterReflectionEnvironment(FRHICommandListImmediate&, ERHIFeatureLevel::Type, int, TSHVectorRGB<3>*)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:142][  0]LogAndroid: Error: [Callstack] 0x00000000A1512198 (0x00000000048A2198) libUE4.so!FScene::UpdateSkyCaptureContents(USkyLightComponent const*, bool, UTextureCube*, FTexture*, float&, TSHVectorRGB<3>&, TArray<FFloat16Color, FDefaultAllocator>*)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:142][  0]LogAndroid: Error: [Callstack] 0x00000000A2360D8C (0x00000000056F0D8C) libUE4.so!USkyLightComponent::UpdateSkyCaptureContentsArray(UWorld*, TArray<USkyLightComponent*, FDefaultAllocator>&, bool)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:143][  0]LogAndroid: Error: [Callstack] 0x00000000A235BAD0 (0x00000000056EBAD0) libUE4.so!USkyLightComponent::UpdateSkyCaptureContents(UWorld*)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:143][  0]LogAndroid: Error: [Callstack] 0x00000000A250EFF0 (0x000000000589EFF0) libUE4.so!UGameEngine::Tick(float, bool)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:143][  0]LogAndroid: Error: [Callstack] 0x000000009F53C3C0 (0x00000000028CC3C0) libUE4.so!FEngineLoop::Tick()  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:143][  0]LogAndroid: Error: [Callstack] 0x000000009F534D98 (0x00000000028C4D98) libUE4.so!AndroidMain(android_app*)  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:143][  0]LogAndroid: Error: [Callstack] 0x000000009F542060 (0x00000000028D2060) libUE4.so!android_main()  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:143][  0]LogAndroid: Error: [Callstack] 0x000000009F5638D8 (0x00000000028F38D8) libUE4.so![Unknown]()  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:144][  0]LogAndroid: Error: [Callstack] 0x00000000B6E39FD8 (0x0000000000016FD8) libc.so![Unknown]()  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:144][  0]LogAndroid: Error: [Callstack] 0x00000000B6E37F1C (0x0000000000014F1C) libc.so![Unknown]()  []
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:144][  0]LogAndroid: Error:
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:144][  0]LogAndroid: Error:
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:144][  0]LogAndroid: Error:
LogPlayLevel: Error:   D/UE4     ( 3906): [2019.03.21-17.23.21:144][  0]LogAndroid: Error:

I hate myself for doing this, but - bump? Backwards compatibility for Android is important. Skylights were working before on this NVIDIA Shield portable and they don’t work now.