Android crash on low end devices

Hello there @vishalking123!

Checking through your log extract, you are getting a quite clear critical error:

[2026.03.02-13.12.16:242][ 0]LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public/Containers/Array.h] [Line: 1095]
[2026.03.02-13.12.16:242][ 0]LogAndroid: Error: Array index out of bounds: 10 into an array of size 8

This line means that UE is trying to render your instanced mesh, and the hardware is unable to pull it off, due memory limits, which corresponds with low-end devices. It’s also happening at very start of the rendering process, as it’s captured right after the SkyLight change.

There are a few methods to test here, but take in consideration that certain low end platforms may just not be able to run certain features, mostly due old hardware being unable to process said features.

  • First of all, go to your project settings, look for “Enable GPUScene in Mobile”, and disable it. This should force the engine to use older tech for drawing distances. It will affect performance a bit, but the crash should dissapear

    image

  • Next, since your skylight was part of the initial trigger, this could result in a memory spike. To prevent that, open your skylight, and in Details, disable Real-Time Capture, and set to source type to Captured Scene

    UnrealEditor_XqvR2pgI5d

  • Finally, there’s a mobile setting for VR, which you are most likely not using, but if enabled, it could create this very same error type. Go back to project settings, use the search bar to look for “Mobile Multi-View”, and disable it

    image

Hope this helps, and good luck!