# Android Splash Screen stuck

**URL:** <https://forums.unrealengine.com/t/android-splash-screen-stuck/410950>\
**Category:** Mobile\
**Tags:** stuck, samsung, unreal-engine, Android, question\
**Created:** [November 30, 2017, 5:51am UTC](https://forums.unrealengine.com/t/android-splash-screen-stuck/410950 "2017-11-30T05:51:46Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![mightyenigma](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mightyenigma](https://forums.unrealengine.com/u/mightyenigma)\
**Post date:** [November 30, 2017, 5:51am UTC](https://forums.unrealengine.com/t/android-splash-screen-stuck/410950/1 "2017-11-30T05:51:46Z")

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Build to Android ETC1 succeeds.  
Installing on T-mobile SGH-T989 Samsung galaxy s2 (Android version 4.1.2 Jelly Bean) succeeds.  
However, running on that device results in a “Your Splash Screen Here” which either never ends, or goes blank and does not run the game further.

the monitor.exe in NVPACK/tools/lib …  
Shows the attached errors (I filtered out debugs, warnings, etc.)

I’ve been trying for a total of about 30 hours now, over 3 different versions of the engine, to build just one app that works on this phone, and I have no other devices available to test on. Is it just not feasible to make Unreal games work on this device and I have to get a newer deviceor switch to a lower-end engine than UE4? Maybe an old version of UE4 will work?

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**Author:** ![Erock2018.1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Erock2018.1](https://forums.unrealengine.com/u/Erock2018.1)\
**Post date:** [July 10, 2019, 1:19pm UTC](https://forums.unrealengine.com/t/android-splash-screen-stuck/410950/2 "2019-07-10T13:19:26Z")

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Hey… did you figure this out?

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**Author:** ![mightyenigma](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mightyenigma](https://forums.unrealengine.com/u/mightyenigma)\
**Post date:** [July 10, 2019, 8:20pm UTC](https://forums.unrealengine.com/t/android-splash-screen-stuck/410950/3 "2019-07-10T20:20:51Z")

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Yes! When I ran monitor.bat from the win64 utilities, it showed an error on that Android device which indicated the device didn’t have enough RAM to fully load the engine, let alone the assets in any given level. It had less than 500 MB of RAM. When I tried it on a device with more than 500 MB or RAM, it worked.

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**Author:** ![Erock2018.1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Erock2018.1](https://forums.unrealengine.com/u/Erock2018.1)\
**Post date:** [July 11, 2019, 11:25am UTC](https://forums.unrealengine.com/t/android-splash-screen-stuck/410950/4 "2019-07-11T11:25:48Z")

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Hmm not sure that is my issue. I have a lot of ram on my phone… space also. I did get it to work briefly yesterday by changing the build number from 24 to 19 though so maybe that has something to do with it

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**Author:** ![mightyenigma](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mightyenigma](https://forums.unrealengine.com/u/mightyenigma)\
**Post date:** [July 11, 2019, 3:28pm UTC](https://forums.unrealengine.com/t/android-splash-screen-stuck/410950/5 "2019-07-11T15:28:14Z")

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Try using the monitor.bat – I think it’s in NVPACK folder somewhere. As long as your device is physically connected to your PC and is in Developer debugging mode, then it should pick up everything that happens on the phone, including touch events and Unreal logs.
