Android Deployment on a Samsung Galaxy Tab 3

Hi Michael. We only support the devices listed on our Android Device Compatibility page. We are actively working on expanding our compatibility, but we cannot currently guarantee anything outside of those specific devices.


I am trying to launch Tappy Chicken on my Samsung Galaxy Tab 3 7.0". The tablet is using a Vivante GC1000 GPU.
I used Android and Android (ETC1) but the screen on the tablet is pitchblank. I thought the Buildoption “Android” should work on any Android-Devices?

Hello Adric.

I’ve read your documentation which says that Android or Android(ETC1) should work on all devices. Launching Unreal Engine Projects on Devices | Unreal Engine 5.1 Documentation
So this page is wrong I presume?

BTW: The heading has a typo “Andrid Device Compatibility”.


If your device doesn’t support the features the engine uses (eg. certain shader instructions), then it won’t matter what texture format you’ve packaged with.

I’m running into this issue as well and see the device listed here; Maintenance - Unreal Engine. It should run Tappy Chicken at the very least, compressed it as ETC1 and when I click on the icon, the screen goes black and it appears to have crashed.

Hi Redline,

Are you also testing on the Galaxy Tab 3? If so, can you tell me what version of the editor you’re using, binary or source?


yes, I’m using the Galaxy Tab 3 7.0, I’m using UE4 version 4.7.6 binary.

Correction, I’m using Galaxy Tab 3 Lite (7.0), not sure if there’s a difference between this and the Galaxy Tab 3 7.0. Spec-wise they look identical.


I packaged Tappy from the 4.7.6 binary for development and for shipping, both using ETC1 as the compression. I was able to push both to our Galaxy Tab 3 ( we don’t have a lite, but I checked and they have the same GPU so there should be no difference.) Tappy ran fine in both cases.

Can you attach logcat logs for your device crash to this thread as a txt file?


link text

Unsure if this is what you’re looking for, it was located in the ProjectName\Saved\Logs

I also looked inside \AppData\Local\Microsoft\Windows\WER\ReportQueue, but didn’t see any AppCrash directory for Tappy Chicken. Hopefully this log might give you some useful information.

ok, I think I know what you need now. I ran Tappy Chicken on the Tab 3 with the Android Device Monitor running and saved the text

if a device is able to run the epic citadel, shouldn’t it logically then be able to to run unreal 4? I have a galaxy tab 4 and I cant seem to get anything to run on it from Unreal 4 - this includes tappy chicken from your store on google play.

this device can run unreal 3, and it can run any unity game i can think of

Note that the above comment is from last year, and that this thread is specifically about the Galaxy Tab 3. As noted above, I was able to get Tappy Chicken to run successfully on the Tab 3.

Do you mind starting a new AnswerHub thread for your specific issue? Please include the size of the tablet and/or the model number? This is important because depending on which one you’re testing on there is a difference in device GPU. Also include details about the OS, and when your problem occurs and what specifically happens.


Ok cool, that does help, I think I have a suggestion.

From your output log it looks like you’ve set your SDK level to ‘android-22’, but you are running on a device that is pre-5.0/Lollipop. Josh Adams explains this a little better in this thread. So you should set your SDK/NDK back to ‘android-19’ instead of 20 or higher or ‘latest’.

Also, did you make any changes to the Tappy Chicken project before you packaged, or is this straight from the Launcher/source with no changes?

Hope this helps!

Still crashes unfortunately. I attached my settings in the Android and Android SDK, as well as a new catlog.

Made no changes to the Tappy Chicken project, just been adjusting the Android Package settings, otherwise it’s exactly the same as when I downloaded it.

[link text][3]

Those all look good; did you restart your machine after you made the changes? If I recall it needs a restart to take effect.

While you do that, I’m going to reach out to the Android guys and see if they have any advice about a couple of errors I see in your logcat. Thanks!

I didn’t restart UE4 when I made those changes, I did, then realize that my ETC1 build time stamp wasn’t updating because there were now errors in the build. Took me a bit to figure out that the problem was last two lines of the Android SDK section where I just put the number 19, instead of android-19. After multiple restarts and failed builds, I changed those two lines and now I have successful builds again.

However, still crashes like before on the tablet. Just in case the catlog was still recording an old version of my ETC1 build, I’ll attach an updated version. Thank you so much! link text

One last thing, then tomorrow I’ll go over with the Android dev some of the errors I see. Try restarting your entire computer to see if all the SDK changes have taken effect. At this point I don’t think that’s the problem though.

Here’s a couple of things I see:

A/libc(19566): Fatal signal 11 (SIGSEGV) at 0x00000175 (code=1), thread 19579 (main)

D/SensorService(495): SensorDevice::activating sensor handle=0 ns=66667000 err = 0
05-07 12:52:27.734: D/Sensors(495): poll__setDelay: handle:0 , ns:66667000
05-07 12:52:27.734: I/ActivityManager(495): Process com.epicgames.TappyChicken (pid 19566) (adj 0) has died.
05-07 12:52:27.734: D/DisplayManagerService(495): Display listener for pid 19566 died.
05-07 12:52:27.734: W/ActivityManager(495): Force removing ActivityRecord{428cee30 u0 com.epicgames.TappyChicken/com.epicgames.ue4.GameActivity}: app died, no saved state

I’ll keep looking.

Did a reboot, no change. I also see an error E/libEGL(19566): called unimplemented OpenGL ES API. Is this something to be concerned about?

It’s possible, do you have the Support OpenGl ES31 + AEP box checked here in the Platforms-Android part of the Project Settings?


Also, do you have the [environment variables][2] all set up correctly?