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    #16
    Just got a notification on this thread. First of all, I wasn't able to run any of the demos of unreal on the phone gs3-4.3 android, second of all, there was a rumor that samsung released a faulty version of android: https://community.verizonwireless.com/thread/812849 . For my understanding it only concerns samsung devices. Report log of full program startup in the first post: http://pastebin.com/3r1nwR4h .

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      #17
      Originally posted by Edgaras.Randis View Post
      Just got a notification on this thread. First of all, I wasn't able to run any of the demos of unreal on the phone gs3-4.3 android, second of all, there was a rumor that samsung released a faulty version of android: https://community.verizonwireless.com/thread/812849 . For my understanding it only concerns samsung devices. Report log of full program startup in the first post: http://pastebin.com/3r1nwR4h .
      This is really frustrating isn't it? I can't get anything to work, even a Blank project to work on any of my Android devices. Nobody from Epic really wants to help either.

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        #18
        Originally posted by Edgaras.Randis View Post
        Just got a notification on this thread. First of all, I wasn't able to run any of the demos of unreal on the phone gs3-4.3 android, second of all, there was a rumor that samsung released a faulty version of android: https://community.verizonwireless.com/thread/812849 . For my understanding it only concerns samsung devices. Report log of full program startup in the first post: http://pastebin.com/3r1nwR4h .
        Edgaras, I noticed this on your log: Couldn't find Shader TBasePassForForwardShadingVSTLightMapPolicyLQLDRGamma32 for Material Resource WorldGridMaterial!; are you building from source?

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          #19
          Originally posted by RCaloca View Post
          Edgaras, I noticed this on your log: Couldn't find Shader TBasePassForForwardShadingVSTLightMapPolicyLQLDRGamma32 for Material Resource WorldGridMaterial!; are you building from source?
          If you mean by engine source, then both. With source compiled by myself and executable that comes from unreal launcher. Can't remember just if the log is from my compiled version or yours.

          If it gives any more insight clues, the phone model is European, gt-i9300
          Last edited by Edgaras.Randis; 07-11-2014, 09:17 AM.

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            #20
            Can you guys tell me where to find the log files so I can take a look as well ?

            @ Michael Noland If I disable the Gamecenter polling will it work then? I'm now downloading the latest master source as the last 4.3 source (including commit of today) doesn't compile anymore and gives a ton of errors and will
            -keep class com.epicgames.ue4.GameActivity$JavaAchievement { public *; }
            Fix the problem for now?
            Last edited by KillerSneak; 07-11-2014, 10:25 AM.
            Do Not Argue Toxic Game
            Balloony PoP get it on Google Play
            Fishy Blub Blub
            get it on Google Play

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              #21
              Seems the above helped with fixing the game not running on my devices. At this moment it runs the game but Gamecenter doesn't seem to work anymore

              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.
              So this temp fix allows me to run the game on my devices again but without Gamecenter or AdMob working so it seems.
              Do Not Argue Toxic Game
              Balloony PoP get it on Google Play
              Fishy Blub Blub
              get it on Google Play

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                #22
                Another bump / it runs but like i said gamecenter and admob aren't working.

                The XML layout for the AndroidManifest doesn't seem to be right if I compare it with the google documentation.

                https://developers.google.com/mobile...play-migration and https://developers.google.com/mobile.../#play-metatag
                Do Not Argue Toxic Game
                Balloony PoP get it on Google Play
                Fishy Blub Blub
                get it on Google Play

                Comment


                  #23
                  Doesn't work, the game loads -> but Play Services doesn't -> seems the game loads / want's to connect to the play services but then crashes and asks me if I want to send a crash report.

                  There are still some major failures with the UE4 engine. Especially when converting a project from an older build to a newer like 4.2.1 to 4.3. Several XML files don't get updated.

                  \Build\Android\AndroidManifest.XML this file isn't updated between engine versions mine was missing a ton of play services and admob related entries.
                  \Build\Android\proguard-project.txt this file also wasn't updated and was missing a lot of entries going from 4.2.1 to 4.3
                  \Build\Android\res\values\GooglePlayAppID.XML this file doesn't seem to follow the documentation from google. https://developers.google.com/games/...dify_your_code
                  as it only holds the app_id and no achievement or leaderboard ID's at all.

                  according to Google the \Build\Android\res\values\folder should hold a ids.xml file that contains all the specific ID's related to your app/achievements/leaderboards

                  To run the game, you need to configure the application ID as a resource in your Android project. You will also need to add games metadata in theAndroidManifest.xml.
                  1. Open res/values/ids.xml and replace the placeholder IDs. If you are creating an Android game from scratch, you will need to create this file first.
                    1. Specify your application ID in the app_id resource.
                    2. Specify each achievement ID that you created earlier in the corresponding achievement_* resource.
                    3. Specify each leaderboard ID that you created earlier in the corresponding leaderboard_* resource.

                  2. Open AndroidManifest.xml and enter your package name in the package attribute of the <manifest> element. If you are creating an Android game from scratch, make sure that you also add the following code inside the <application> element:


                  The only way to fix this is by deleting the **Application\Build folder and **Application\Intermediate folders

                  I also want to thank KRushin for providing me with some useful feedback on these subjects.

                  EDIT: made a bug report here ​
                  https://answers.unrealengine.com/que...xml-files.html
                  Last edited by KillerSneak; 07-13-2014, 08:27 AM.
                  Do Not Argue Toxic Game
                  Balloony PoP get it on Google Play
                  Fishy Blub Blub
                  get it on Google Play

                  Comment


                    #24
                    Originally posted by KillerSneak View Post
                    The only way to fix this is by deleting the **Application\Build folder and **Application\Intermediate folders

                    I also want to thank KRushin for providing me with some useful feedback on these subjects.

                    EDIT: made a bug report here ​[/FONT][/SIZE]https://answers.unrealengine.com/que...xml-files.html
                    Glad I can help. Later this week (as 4.3 gets closer to a "final" version, and last few android bugs [for 4.3] gets fixed) I'm going to make a few videos on working with UE4. Basically showing the workflow of publishing,and getting non-gameplay things working [admob/achievements] and all that working, including if your are upgrading from 4.2/4.1 and some problems that can occur (assuming they are not fixed).

                    Edit: The manual edits are not required (step 1 & 2) , as the engine at compile/packaging time will insert them (assuming you configured your project settings/android settings). But this would be a manual way of doing it (especially if you haven't done the last thing that killer sneak noted (deleting old/outdated Build/intermediate directories from previous versions of the engine). Therefore, If you are running NEW projects created in 4.3 you don't have to do any of these steps.
                    Last edited by KRushin; 07-13-2014, 04:27 PM.
                    Twitter - @TheKRushin

                    Feel free to ask questions and come learn to be an #UnrealDev

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