I was wondering if anyone has had success targeting SDK 34 and having the game not crash on startup / Black Screen. I did see other users mention disabling PAD but that isn’t an option for us. Does anyone know of any other workarounds or upgrades that the PAD plugin may need.
I have the same issue. My game builded successfully, but I see a black screen on my phone for a second and my game shuts down
UE 5.2.1 github version
Android Studio 4.0
I have a published game on the Google Play Store that targets SDK 34 and has a minimum SDK of 26. I developed it using UE 5.4.2. You can try it out, but please note that I just updated the target SDK to 34 and am not 100% sure that it doesn’t crash or show a black screen. Here’s the screenshot and the link to my game:
My upload was not crashing, but perpetually stuck in a black screen on start-up, so not sure if its the exact same issue, but ticking the following was what solved it for me:
Yes, dont think you can upload anything but aab, at least that was my experience so far.
For your second comment: I do have this issue aswell sadly, but the maximum size is only exceeded in my case if I package my game as multi. Doing only ASTC I am under that limit, going with ETC2 seems to reduce the size by another 10% in my case, so maybe thats enough for you too.
Otherwise you might be able to reduce the size by downscaling quality in your project settings, for example changing project->target hardware to scalable for mobile and anything else throughout your project settings that can be lowered, doesnt matter much for your game and makes the size bulkier by being enabled.
There might be other ways, but I haven’t come across any yet. If you discover more at any point, please do share. I dont feel like this is how it is supposed to be, because if you hover over the ‘package game data inside .apk’ option it does say that this works only for small games, indicating that it should be possible without (and it seems to not be required on sdk33, only 34+)
I have same problem. I have big open world, characters, a lot of materials and textures. I want to make updater in game. Anyone knows how chunks working with android? I have dedicated server, but i don’t know how to configure it.
I found this:
maybe chunks can be good way to resolve problem with app size? I making rpg game with big open world.
Yeah chunks and Asset Delivery from my server would be a last resort since it takes quite a bit of setup. I’ve still got my fingers crossed that it’s just a setting or file change away from being fixed. I’ve tried to report it to epic but I haven’t heard anything back about it.
Just to give everyone an update. The issue is with google’s asset delivery system. There is a plugin on the marketplace called Easy Google PAD that fixes the issue but it’s pretty pricey. If you can wait (And request an extension from google which extends the deadline to around September / October) I say go for that. If you’re bound by deadlines then go for the plugin. Fingers crossed that Epic does something about this.
Wanted to give one final update. I was able to fix the issue by:
Disabling - Vulkan Desktop [experimental]
If this doesn’t work try this below:
:Disabling - the Splash Screen at start up.
:Enabling - Disable OBB at start up.
:Enabling - Enable compression of relocation tables (and more). Depends on MinSDKVersion setting.
All of these settings are found in Project Settings → Android
I tried to test this fix without the plugin that I purchased from the marketplace but it wouldn’t build without it anymore so try these things before looking at spending. If they don’t work, the plugin does (Or at least it did for me). The creator also went out of his way to help me with this as well so there was that too.
The rest of my settings were the same. (Target SDK 34, Minimum 28 etc.)