ok, is the end of the section you posted about the time when it crashes on your device? I see one minute’s worth of log and nothing that immediately indicates a device crash. Do you mind trying one more time and then letting the logs run a little longer, maybe attempting app launch more than once while you’re gathering logs? That would help quite a bit.
Hi. I just updated to 4.8.1 and the game still crashes.
Here is another logcat during the crash. I restarted the game 3 times on my device (after deploying), but using Android Debug Monitor I cannot find a way to copy a longer logcat. Anyway, this time there is something new. Let me know, thank you!
Right, ok, that is very good information, thank you.
Just to further narrow down potential problems, do you mind packaging from the Editor itself and not the Project Launcher/Unreal Frontend? UFE is very useful for users who want very granular packaging abilities, but it has a lot more variables than packaging via the Editor itself.
Also please try in ETC1, just to narrow down that is it likely to be only ASTC. ETC1 is the texture compression we feel is the best for general testing, and (I need to double check this) I believe support for ASTC was added fairly recently; I’ll see if problems with it are a known issue.
Ok, now I don’t understand anything anymore.
RECAP: With 4.8 I tried many times launching (ASTC) from the Editor itself AND from the UFE, with no luck. Then I updated to 4.8.1, I re-tried directly with the UFE (ASTC), same problem. Then I switched to DXT and it worked! Finally I followed your suggestion and tried launching ASTC from the editor (no UFE) and it worked (mmh); it also worked with ETC1. At this point I was convinced that the problem was in the ASTC mode in UFE. But I tried again and now it works.
I doubt this experience will be useful to anybody or anything, but at least it is the truth.