[BUG] Multiple Issues On Android LG Optimus 90 with 2D Side Scroller

Branch: 4.3.1

Template: 2D Side Scroller

Device: Android LG Optimus

Launching with: LG D415

Issue 1

Levels do not load properly on launch

Repro:

  • Create two separate levels
  • Load levels via the “Load Level” blueprint.
  • Observe that whichever level was your default level will be reloaded instead of the new one.

Notes:

  • The console command to open the level does not work either.

Current workaround:

  • Launch with the first level set up as default. Then, launch with the second level set up as default.

Issue 2

Tinting colors in the 2D template does not produce the same color when it is published to the Android device.

Reproduction steps:

  • Tint a sprite in a blueprint or in the level editor.
  • Launch to the Android
  • Watch that the tinted color from the engine is not the same that appears on the androi.d

Howdy McSean,

Thank you reporting your issue! I have been successful in recreating the first issue. I have written up bug reports on the issue and place it into our bug database so that it may be fixed in a future build.

As for the second issue, I am a bit confused on how you are enabling tint for the sprite components. Any information on it would be greatly appreciated.

Thanks again and have a great day!

Thank you so much, fellow Sean!

Here are the repro steps for the sprite issue:

  1. Create a 2D blueprint project

  2. The default level should have an actor called Background_Sprite. Select the actor and tint it a color. The color values of the background on my end are:
    R: 0.3
    G: 0.3
    B: 0.1
    A: 1.0

  3. Launch it on the LG Optimus 90

The result is that the color tint seems to be doing something wonky. Attached are two screenshots of what I’m seeing; the first is how it appears on the PC, the second is how it appears on the phone.

Correct color in editor

Incorrect color on phone

Hello fellow Sean,

This issue was also easily reproduce. Thank you for providing the repro steps for that. I have entered a bug report for that as well so that it may be fixed in a future release.

Thanks again and have a great day!

I found a workaround for the first problem. Instead of using “Launch (on Android Device)”, you have to package the project (File → package project → Android). After the app was packed, go to the set directory and run the .bat.

Even the load map command via console is working fine.

Thank you for the workaround DaDare. In the Documentation of Launching to devices, It states that this is not available: Launching Unreal Engine Projects on Devices | Unreal Engine Documentation

I see, it’s not a bug it’s a feature. If you think about it, it does make sense.

Maybe checking the docs isn’t a bad idea at all…