4.7.2 duplicated maps crash on IOS

Hello,

To reproduce : You duplicate a map ( I have a landscape in it ) and you make a button with “open level” pointing to this map for restarting… It’s work fine on PC or with the original map on IOS with 4.7.1 ( I don’t know exactly the changelist because in editor about box it’s allways “++0” when engine come from github…) This worked also with 4.6, the map can be restarted lot of times without any crash on IOS device…
I have a version in testflight and no one have crash with the original map and 4.7.1…

Now with 4.7.2 → Rebuilt binaries for promoted changelist 2466966. on IOS devices the original map can restarted 2 or 3 times and it’s crash and back to OS … With the duplicated map if we start with this one we can play it one time but after if we reload it it’s crash … If we come from the original one this crash each time when try to load this duplicated map…

It will be good to have an option to export and import the map in ascii so we can correct or take back what we have do like position and reference of objects … Some times we have “externally referenced” that come when we convert the project to another changelist and the only way to fix it is to back to saved version and open without convertion with new changelist … until this as been open we close the project and open it again and this time we make a convert in place ( a copied project ) and no “externally referenced” appear anymore … Very strange because if we convert it before open it this broke you the project …

Give me a email so I can send you my maps and content so you can investigate and make a more stable version…
I can put you on testflight also …

I will make the map again from a blank one and we will see if it’s more stable…
Landscape and some stuff can’t be copied an pasted … So only static mesh can be copied and like in UE3 we can see the script of the copied elements in a text editor ( reference to content and object position )… In UE3 we can copy a map in explorer or a upk without references problems …

We have loose a lot of time in testing lot of changelist and rebuild them and make stuff that become corrupt…From the beginning that we work with UE4 we are unable to have a stable version that’s work correctly… always something …
We need a 4.7.3 stable with all basic stuff working without crash on IOS and Android… Thanks

Hello JYs,

I would be happy to assist you with this issue, but in order to correctly go about entering a bug report I am going to need a bit of clarification of your exact problem as well as some reproducible steps.

If this is a crash, could you also please send me the log files associated with the crash. Please take a quick look at the our sticky Forum post on how to report a bug.

How to Report a Bug

After we receive your files and some clarification on what is causing your issue to occur, we can move forward with the bug reporting process.

Thank you,

log files

Sorry for delay…

The last crash file → Unknown 3-16-15, 2-14 PM correspond to the app we need to make works and already in testflight…
StrategyGame crash file are from your sample … This files come from iPhone6Plus OS8.1.3 and using XCode6.1.1
I just see and update for XCode6.2 and OS8.2 I will test if it’s build with this version without warnings or errors

Crash arrive when you load the map but don’t append when playing in a map …

Hi JYs,

We had a number of crash and bug fixes in the subsequent updates to the 4.7 release, including many for landscape projects and ones specific to Macs. Can you update to the most recent version of the editor and see if you’re still seeing this crash?

Thanks!

Hi,

I have test lot of updates during this time and i’m currently on → Rebuilt binaries for promoted changelist 2513093.
For myself I have not experiment the crash in the 2 last versions i have test.

But Now the binarys wouldn’t pass trough the Apple Review due to a crash on IPad and OS8.3

There is any way to deactivate old Apple devices like iPad1 or iPhone 4?
The game is very slow on those devices.
Just to let you know, I have made a version before with UE3 and I currently remade it with UE4 now.
I use same 3D models and numbers of vertices for the entire scene than before but I can estimate a loose of FPS of 15fps with UE4 on old devices in comparison with UE3. Anyway thoses devices are old and IOS updates from Apple make old devices run slower …

If I build the 3 armv7, arm64, armv7s the binary is to much heavy to pass trough application loader and it will be rejected…

Thanks to let me know

CrashReportFromApple

Hey JYs,

We will be happy to investigate your issue further, but we ask that you post a new answerhub question with an appropriate title so we can help other users who might be experiencing a similar problem. By making a new post you make it easier for other users to search out the issue and find the correct resolution.

The main difference between UE3 and UE4 is the rendering process. In UE3 we used forward rendering which calculates your scene in a different order than deferred rendering which is built in for UE4.

Deferred vs Forward Rendering

Have a read over both of these pages to get a better understanding of how deferred rendering works versus forward rendering. Let me know if you have questions.

Cheers,

Please Help us and we can finish resolving this problem.

I have TestFlight Users that are blocked buy this problem and we need to update them…

Thanks,

Hey JYs,

Another one of our team members is already assigned the issue, but I will help troubleshoot alongside her if I can. I am going to close this post for tracking purposes and we can continue the troubleshooting on the link you’ve provided.

Cheers,