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    Still can't run tappy chicken

    Not one version of engine 4.0, 4.1, 4.1.1, 4.2 tappy chicken runs on my device (galaxy s3), but from play store it runs just fine. Everything is installed and up to date. Maybe I'm missing a step. None of the other demos runs either.

    Link to the android log of tappy chicken:http://pastebin.com/3r1nwR4h

    I'm a bit desperate here. Tried shipping, development builds.

    This probablly a bit worries me:
    06-05 13:24:59.381: D/UE4(15806): D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.2\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp(1415): Fatal error:
    06-05 13:24:59.381: D/UE4(15806): Couldn't find Shader TBasePassForForwardShadingVSTLightMapPolicyLQLDRGamma32 for Material Resource WorldGridMaterial!
    06-05 13:48:17.976: E/libEGL(17191): called unimplemented OpenGL ES API
    06-05 13:48:17.976: E/libEGL(17191): called unimplemented OpenGL ES API
    06-05 13:48:17.996: E/libEGL(17191): called unimplemented OpenGL ES API
    06-05 13:48:18.176: A/libc(17191): bionic/libstdc++/src/pure_virtual.cpp:6: void __cxa_pure_virtual(): assertion "!"Pure virtual function called. Are you calling virtual methods from a destructor?"" failed
    Support from developers would be awesome.

    Mobile runs android 4.3. Found something related: https://forums.unrealengine.com/show...id-version-4-3
    Last edited by Edgaras.Randis; 06-06-2014, 04:00 AM.

    #2
    Edgaras.Randi, can you post this to answerhub? Thanks!

    Comment


      #3
      RCaloca, thanks. For someone who will come with the same problem: https://answers.unrealengine.com/que...launching.html
      Last edited by Edgaras.Randis; 06-06-2014, 03:52 AM.

      Comment


        #4
        There were some fixes for Tappy Chicken launch that didn't make it into 4.2 unfortunately but will be present in 4.3. Are you able to grab the latest from GitHub to test with that by chance? If not I'd like to put you in touch with one of our folks working on Android compatibility to make sure we get the issue figured out.

        Comment


          #5
          I have the issue too, I was trying to run it, and another projects, but allways getting a black screen and closing, even when tappy chicken from marketplace works fine...
          [MARKETPLACE] The forest like gameplay system | building/crafting game
          Dark Souls 2 fighting system style
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          Run Knight Run | 48h game made
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            #6
            I just grabbed UE4 4.2.1 and downloaded Tappy Chicken. I compiled it for my Android Device, which is a Samsung Galaxy S3 I9300 and Tappy Chicken runs fine in Debug mode and ATC. If I open the Dev Console on the Smartphone, it says, that it uses ETC1, but anyway.

            EDIT:

            I have to correct it a bit. Somehow entities which are defined by Fonts, like the count for the passed obstacles, are not being displayed on my SGS3. On another hand, I have to inform you, that my SGS3 is rooted and has the Android Ice Cold Project ROM installed, which is based on Android 4.4 KitKat. Might be the issue, since another App also has display issues with certain font types.
            Last edited by Maxunit; 06-26-2014, 01:27 PM.

            Comment


              #7
              Originally posted by Maxunit View Post
              I just grabbed UE4 4.2.1 and downloaded Tappy Chicken. I compiled it for my Android Device, which is a Samsung Galaxy S3 I9300 and Tappy Chicken runs fine in Debug mode and ATC. If I open the Dev Console on the Smartphone, it says, that it uses ETC1, but anyway.

              EDIT:

              I have to correct it a bit. Somehow entities which are defined by Fonts, like the count for the passed obstacles, are not being displayed on my SGS3. On another hand, I have to inform you, that my SGS3 is rooted and has the Android Ice Cold Project ROM installed, which is based on Android 4.4 KitKat. Might be the issue, since another App also has display issues with certain font types.
              Same thing here doesn't work an a Samsung Galaxy S3. I just took the 4.3 source from github and want to compile it. I just need to know the right steps to take firts.

              #1 -> build with "Development Editor" - "Win64"
              #2 -> rebuild with "Shipping" - "Android"

              --> this is where i don't know what to do. The #1 step is to simply compile the editor itself and make it work. Now to be able to test via direct install to the phone or uploading a signed APK to Google Play Developer Console I need to rebuild/build a Shipping - Android I assume but I can't find any answers or documentation about this subject. Even Epic's video on YouTube only shows the "Development Editor" - "Win64" build but nothing is mentioned about rebuilding/building it for other platforms what so ever.

              If anybody has info on this I would be glad to hear/read it. This again shows that Epic isn't sharing it's resources to be honest. It said tappy chicken was shipped with the 4.2 build, we are on 4.2.1 and still can't get AdMob and Gamecenter to work. Imho they should push a fix for this. As a indie developer not being able to run ads or gamecenter or even have the functionality to test it is a big big error on epic's side.
              Do Not Argue Toxic Game
              Balloony PoP get it on Google Play
              Fishy Blub Blub
              get it on Google Play

              Comment


                #8
                Hi KillerSneak,

                Originally posted by KillerSneak View Post
                Same thing here doesn't work an a Samsung Galaxy S3. I just took the 4.3 source from github and want to compile it. I just need to know the right steps to take firts.

                #1 -> build with "Development Editor" - "Win64"
                #2 -> rebuild with "Shipping" - "Android"
                You shouldn't need a Shipping configuration for testing, it's only needed when you want to get a better idea of the final file size, and to submit to the store, and even then you only need a Shipping game target and should use Development Editor for the Editor (e.g., "Shipping" + "Android", and "Development Editor" + "Win64"). To change configurations, use the "Solution Configuration" dropdown in Visual Studio, and to change platforms use the "Solution Platforms" dropdown. One or both of these might be hidden by default in Visual Studio Express, I don't remember exactly.

                Originally posted by KillerSneak View Post
                If anybody has info on this I would be glad to hear/read it. This again shows that Epic isn't sharing it's resources to be honest. It said tappy chicken was shipped with the 4.2 build, we are on 4.2.1 and still can't get AdMob and Gamecenter to work. Imho they should push a fix for this. As a indie developer not being able to run ads or gamecenter or even have the functionality to test it is a big big error on epic's side.
                We tried to be as transparent as we could RE: what was shipped and when:

                What’s next?

                Due to the difference in timeframes, we ended up shipping this release on a branch off of Master instead of 4.2 (all changes have been merged back to Master as of today); most of the changes made it in for 4.2, but a few Android and HTML5 fixes won’t be in the Launcher version until 4.3.

                (from https://www.unrealengine.com/blog/sh...-tappy-chicken)
                Cheers,
                Michael Noland

                Comment


                  #9
                  Originally posted by Maxunit View Post
                  I have to correct it a bit. Somehow entities which are defined by Fonts, like the count for the passed obstacles, are not being displayed on my SGS3. On another hand, I have to inform you, that my SGS3 is rooted and has the Android Ice Cold Project ROM installed, which is based on Android 4.4 KitKat. Might be the issue, since another App also has display issues with certain font types.
                  The TextRenderComponent was using 32 bit index buffers, which is an optional feature for OpenGL ES2 and isn't supported on all devices. This was fixed in CL# 2078450 (which missed 4.2 by a few days but will be in 4.3) to use 16 bit index buffers. I can try to dig up the GitHub equivalent changelist if you are building from source.

                  [EDIT] Here is the commit to master: https://github.com/EpicGames/UnrealE...d8866ea283f337

                  Cheers,
                  Michael Noland
                  Last edited by Michael Noland; 07-07-2014, 09:42 PM.

                  Comment


                    #10
                    Originally posted by Michael Noland View Post
                    The TextRenderComponent was using 32 bit index buffers, which is an optional feature for OpenGL ES2 and isn't supported on all devices. This was fixed in CL# 2078450 (which missed 4.2 by a few days but will be in 4.3) to use 16 bit index buffers. I can try to dig up the GitHub equivalent changelist if you are building from source.

                    [EDIT] Here is the commit to master: https://github.com/EpicGames/UnrealE...d8866ea283f337

                    Cheers,
                    Michael Noland
                    Any idea/information about the official 4.3 release?
                    Do Not Argue Toxic Game
                    Balloony PoP get it on Google Play
                    Fishy Blub Blub
                    get it on Google Play

                    Comment


                      #11
                      We were aiming for RC0 today, but I think we missed by just a couple of bugs. After our first release candidate, it typically takes one to two weeks to hit a final candidate, do all of the launch prep stuff, and get it out the door. No promises, but mid-July seems realistic.

                      Cheers,
                      Michael Noland

                      Comment


                        #12
                        Originally posted by Michael Noland View Post
                        The TextRenderComponent was using 32 bit index buffers, which is an optional feature for OpenGL ES2 and isn't supported on all devices. This was fixed in CL# 2078450 (which missed 4.2 by a few days but will be in 4.3) to use 16 bit index buffers. I can try to dig up the GitHub equivalent changelist if you are building from source.

                        [EDIT] Here is the commit to master: https://github.com/EpicGames/UnrealE...d8866ea283f337

                        Cheers,
                        Michael Noland
                        Thank you for pointing this out, Michael Noland. I am currently using the Launcher and the pre-build Bin version from UE4 4.2.1, but I can also clone the Git source and compile the 4.3 Preview and check out, if it is fixed on the SGS3

                        Comment


                          #13
                          Originally posted by Michael Noland View Post
                          We were aiming for RC0 today, but I think we missed by just a couple of bugs. After our first release candidate, it typically takes one to two weeks to hit a final candidate, do all of the launch prep stuff, and get it out the door. No promises, but mid-July seems realistic.

                          Cheers,
                          Michael Noland
                          Thanks for the info although I really doubt this problem will be fixed. 4.2.1 runs my game fine 4.3 doesn't (only a black screen) Is there any info I can supply to get this fixed / help the progress in fixing this problem? I rebuild the source today so it's the 4.3 version from 09-07-2014 with the latest commits.
                          Do Not Argue Toxic Game
                          Balloony PoP get it on Google Play
                          Fishy Blub Blub
                          get it on Google Play

                          Comment


                            #14
                            Hi KillerSneak,

                            Sorry to hear that it's not working with 4.3. Do you see anything in the device log indicating a crash or failure to load/compile a shader or something, etc...? That'd be the first step I'd try, and I'll ask around to see if anyone knows about any outstanding S3 issues.

                            Cheers,
                            Michael Noland

                            Comment


                              #15
                              Heya,

                              There is an outstanding bug for 4.3 with GooglePlay that is being looked at right now:

                              We're looking at a GooglePlay issue that causes black screen

                              for dist build, adding:
                              Code:
                              -keep class com.epicgames.ue4.GameActivity$JavaAchievement {
                                 public *;
                              }
                              to proguard-project.txt in Engine/Build/Android/Java will let it work if player signs in, then runs it again for us, but get a black screen if connection fails or have to sign in with dialog.
                              We're still working on it so I'd recommend waiting for full fix.
                              Cheers,
                              Michael Noland

                              Comment

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