Announcement

Collapse
No announcement yet.

Mobile game doesn't open level (UMG Menu)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Mobile game doesn't open level (UMG Menu)

    Hello,

    so after countless of crashes my game finally loads up on mobile phones. The splash loads, UMG menu works just fine, whenever I want to play the first level however, the game crashes.
    Now the script I use for opening levels is related to a save system (which works just fine when testing it on my PC).

    Facts:

    Unreal Engine 4.10.4
    Samsung Galaxy S5
    UMG Menu
    Load/Save system by Forsaken Glory: https://www.youtube.com/user/ForsakenGlory2007/videos

    The load level/save system is as follows:

    In the menu it dynamically creates buttons that are tied to levels. This is tied to a save system. If there is no save file in place, it uses the basic Open Level node. Now obviously there is no save in place on the phone, so it should just use the open level node. Which doesn't seem to work

    Click image for larger version

Name:	openlevel.png
Views:	1
Size:	491.3 KB
ID:	1175315
    script
    Last edited by Penhoat; 03-01-2016, 07:18 AM.

    #2
    You can try to add [AllMaps] and [AlwaysCookMaps] to your DefaultEditor.ini.

    My DefaultEditor.ini looks like this:

    [AllMaps]
    +Map=/Game/Maps/Level001
    +Map=/Game/Maps/Level002
    +Map=/Game/Maps/Level003
    +Map=/Game/Maps/Level004
    +Map=/Game/Maps/Level005
    +Map=/Game/Maps/MainMenu

    [AlwaysCookMaps]
    +Map=/Game/Maps/Level001
    +Map=/Game/Maps/Level002
    +Map=/Game/Maps/Level003
    +Map=/Game/Maps/Level004
    +Map=/Game/Maps/Level005
    +Map=/Game/Maps/MainMenu

    This works for my ios game.
    Tutorials:
    -8 Bit Post Process Material

    Comment


      #3
      Just a wild guess here, 'remove all widgets' perhaps causing the crash, since - even looking at the blueprint, I don't even sure if there's a widget already created somewhere else, or already added to viewport. Instead of using remove all widgets, choose the 'created widget' and do 'remove from viewport'.

      Marketplace Link: https://goo.gl/GGdV9m
      twitter.com/tzenku | tzenku.com

      Comment


        #4
        Originally posted by Schnorks View Post
        You can try to add [AllMaps] and [AlwaysCookMaps] to your DefaultEditor.ini.

        My DefaultEditor.ini looks like this:

        [AllMaps]
        +Map=/Game/Maps/Level001
        +Map=/Game/Maps/Level002
        +Map=/Game/Maps/Level003
        +Map=/Game/Maps/Level004
        +Map=/Game/Maps/Level005
        +Map=/Game/Maps/MainMenu

        [AlwaysCookMaps]
        +Map=/Game/Maps/Level001
        +Map=/Game/Maps/Level002
        +Map=/Game/Maps/Level003
        +Map=/Game/Maps/Level004
        +Map=/Game/Maps/Level005
        +Map=/Game/Maps/MainMenu

        This works for my ios game.
        This worked!! Thanks
        Originally posted by RynerAJ View Post
        Just a wild guess here, 'remove all widgets' perhaps causing the crash, since - even looking at the blueprint, I don't even sure if there's a widget already created somewhere else, or already added to viewport. Instead of using remove all widgets, choose the 'created widget' and do 'remove from viewport'.
        Tried both, no difference, but thanks anyway!

        Comment

        Working...
        X