Can't "Alpha" test from play

This doesn’t work with 4.8.1 game keeps crashing when opened/started

Native crash at /system/lib/libdvm.so

in /system/lib/libdvm.so, /system/lib/libhoudini.so.4.1.0_y.45074

Here are some CRASH/ANR reports of problem

#1
Build fingerprint:
‘acer/b1750_ww_gen1/vespa2:4.4.4/KTU84P/1418292109:/release-keys’
Revision: ‘0’ pid: 22332, tid: 22346,
name: main >>>
com.dnatoxicgames.balloonypoprevised
<<< signal 11 (SIGSEGV), code 1
(SEGV_MAPERR), fault addr 0000002c eax
00000000 ebx 6d413c30 ecx 00000000 edx
36555dd0 esi 72031008 edi 72031008 xcs
00000023 xds 0000002b xes 0000002b xfs
00000073 xss 0000002b eip 6d2bfb32 ebp
36555cf8 esp 36555a20 flags 00210246

backtrace:
#00 pc 00090b32 /system/lib/libdvm.so
#01 pc 001ae472 /system/lib/libhoudini.so.4.1.0_y.45074

#2
Build fingerprint:
‘acer/b1750_ww_gen1/vespa2:4.4.4/KTU84P/1418292109:/release-keys’
Revision: ‘0’ pid: 18623, tid: 18638,
name: main >>>
com.dnatoxicgames.balloonypoprevised
<<< signal 11 (SIGSEGV), code 1
(SEGV_MAPERR), fault addr 00000018

backtrace:
#00 pc 0009241e /system/lib/libdvm.so
#01 pc 001ab16a /system/lib/libhoudini.so.4.1.0_y.45074

#3
Build fingerprint:
‘acer/b1750_ww_gen1/vespa2:4.4.4/KTU84P/1418292109:/release-keys’
Revision: ‘0’ pid: 18540, tid: 18554,
name: main >>>
com.dnatoxicgames.balloonypoprevised
<<< signal 11 (SIGSEGV), code 1
(SEGV_MAPERR), fault addr 00000018

  backtrace:
  #00 pc 0009241e /system/lib/libdvm.so
  #01 pc 001ab16a /system/lib/libhoudini.so.4.1.0_y.45074

Anybody got an idea what’s going on?

I think it has to do with game now being put into a folder UE4Game.

So even when you’re able to build a “For Distribution” / Shipping game it will not work from app store or installing it locally. For now you’re stuck with a non Distribution / Shipping game

Working: (can install locally via batch / won’t work due to signing)

Build configuration: Shipping

Full rebuild

Not Working: (can not install locally via batch / will allow upload but game will crash on start)

Build configuration: Shipping

Full rebuild

For Distribution

A full shipping for distribution build will give error:

Failed to open descriptor file

I think was looking for output , and any logcat . Also, which devices are you seeing this with? Thanks!

wittlief :diamonds::diamonds: STAFF 2 hours ago
Hi

Failed to open descriptor file is a common error caused by many things. Do you have your Play keystore setup?

Yes I have otherwise you can not upload to at all. descriptor file isn’t common imho as all other builds don’t cause this error only “Shipping / For Distribution” causes this error and to me it seems related to UE4game folder that is now used to place everything in.

:diamonds::diamonds: STAFF 33 minutes ago

Hi
We will be tracking issues you are experiencing on post that you made:

Can't "Alpha" test from play - Rendering - Epic Developer Community Forums

Please refrain from posting your issue on multiple threads on AnswerHub. We will address issue on your post. Make sure you include any you can, as requested by wittlief.

What kind of would you like to have?

below link contains only relevant info I could log while running game → seeing it crash instantly

acer iconia one 7

acer z220

Samsung galaxy S5

topic I posted above holds logcat log as there’s not much to catch as it crashes instantly. Ill do another run on tablet now and upload whole thing to a file server and post links

Log:

launched game 2 times (and crashes) to be sure.

And a local installed version (via batch)
With
Shipping enabled / but for distribution disabled.

Works fine on same device

Hey there,

I’m currently looking into this issue and I have an idea what might be happening.

For each of devices listed could you say which version of Android they are running?
And just to double check; are they all crashing as indicated in log below when being run from store based install?

Hi Bobvodka,

I’m not at home right now. But all devices crash with a build from Play Store (Shipping / For Distribution)

Installing game locally works fine on at least the:
acer iconia one 7 and acer z220 as these are owned by myself and I use them to test games myself.

Once I get home Ill run both devices again and post for both devices (should be around 22:00 GMT+1 , my time) based on a App store release and a local release.

As for the : Both from a run on my Tablet (Acer iconia one 7)

App Store: Shipping / For Distribution

Local: Shipping (not For Distribution)

acer iconia one 7 (tablet) runs Android 4.4.4

acer z220 (phone) runs Android 5.0

For Galaxy S5 I will have to ask my “co developer” Once I get home.

Device(s) Info

Acer iconia one 7 (Tablet) runs Android 4.4.4

Acer z220 (Phone) runs Android 5.0

Game Info

Name: Balloony PoP Revised

Package Name: com.dnatoxicgames.balloonypoprevised

I have logged as much as I can for you Bobvodka, if there’s anything else you need/want please let me know

#** Local Shipping - Screenshot 1 (Working build)**

Engine Build Log:

Phone Local Install Log:

Phone Local Run Game Log:

Tablet Local Install Log:

Tablet Local Run Game Log:

#** Local - Screenshot 2 (Crash build)**

Engine Build Log:

Phone Local Install Log:

Phone Local Run Game Log:

Tablet Local Install Log:

Tablet Local Run Game Log:

#** Play Store - Screenshot 2 (Crash build)**

Phone Play Store Install Log:

Phone Play Store Run Game Log:

Tablet Play Store Install Log:

Tablet Play Store Run Game Log:

Not an answer:

I couldn’t post this as comment as It would be to long and I had to break it all up. Hope you understand as It’s much easier to read/follow this way

Any news on this with new provided below?

So with 4.8.2 things change, I can’t test further until later today but:

launching game from engine to my Tablet fails to start game on my tablet and it crashes.

Package Android All: install via batch also fails.

Both in development mode, where with 4.8,1 i could atleast install via batch or launch to device to make it work.

Full crash / reports will follow (hopefully) later today.

Sorry, for some reason I didn’t get an email saying there was a reply in topic so hadn’t checked; I’m looking over most recent information now.

Just to rule something out sooner rather than later; you have correctly configured application for Play access, yes? (Enabled, all relevant keys added.)

I’m only because from working log there is a line which says it isn’t configured.
I’m going over code now to see if it not being configured could be reason for crash, we shouldn’t be crashing in that situation anyway so that’s on us.

Also, and this tripped me up during testing, assuming you have some OBB data, has that file been successfully upload to Play store AND downloaded with app?
There is a known problem with uploading which means you need to upload APK twice before you get an option to add an OBB, and I’ve also had it fail to associate an OBB with an APK thus failing to download (although this shouldn’t crash but I’d like to rule it out as a problem all same).

Hi Bobvodka,

you have correctly configured application for Play access, yes? (Enabled, all relevant keys added.)

Yes I have

I’m only because from working log there is a line which says it isn’t configured.

It generates that line because I have not released Play Services publicly yet. This is needed for Alpha testing and allows me to give Alpha and Beta stage testers to test achievements / play services before actually releasing it.

Also, and this tripped me up during testing, assuming you have some OBB data, has that file been successfully upload to Play store AND downloaded with app?

Yes I’m at APK version 5 and know first APK doesn’t allow a OBB to be attached.

com.dnatoxicgames.balloonypoprevised

Version code 5

Version Name
0.0.1

Size
39,18 MB

Expansion file (obb)
main.5.com.dnatoxicgames.balloonypoprevised.obb (18,3 MB)

Yesterday I re-installed UE4 (4.8.2) so now I have a clean system with only 4.8.2 installed.

So with 4.8.2 things change, I can’t test further until later today but:

launching game from engine to my Tablet fails to start game on my tablet and it crashes.

Package Android All: install via batch also fails.

Both in development mode, where with 4.8.1 I could at least install via batch or launch to device to make it work.

Full crash / reports will follow (hopefully) later today.

  • OBB file downloading has always worked for me even without new manifest tags added

https://play…com/store/apps/details?id=com.epicgames.BaloonyPoP

That’s an old version based on 4.2 or 4.4 of engine. game I’m working on now is a rebuild/revised version that version also uses an APK and OBB file. That’s why I don’t get it why newer builds (once engine started automating manifest.xml / signing options / after 4…6 builds I believe) are not working anymore.

OK, I’ve had a look over crashing and main thing to jump out at me is that 'can not find ’ stuff in which is related to play etc. so it would seem that it can’t find a bunch of classes which seems to be causing it to die.

Looking over your build log and comparing it to one from a test project I just made two things jump out at me;

  • My SDK tools are slightly newer (22.3.0 vs 24.0.2 & 19.0.1 vs 19.1.0), but I doubt that is a huge problem
  • We have different output when building jar files.

Firstly my log has notes about entry points which are being kept which yours lacks; these are same entry points your crash log complains are missing.

Next, and related, is a difference in post-obfuscation kept classes with yours showing 1302 and mine showing 1938 - a reasonably large differences.

So, I suspect problem is that a bunch of classes are being stripped from Jar file which is going to cause your problem.

I suggest taking a look at proguard-project.txt files related to project and engine to see if they march.

Your project’s should be in \Build\Android
engine one can be found in UE4\Engine\Build\Android\Java

These files should probably match, or at least project one should have same subset of entries as Engine one does.

If they do match then could you post a link to one of them here so that I can compare them to reference copy I have.

Hi and thanks for responding.

Ill look at proguard-project.txt files once I get home later today.

Like I said above, yesterday 4.8.2 update failed so I was forced to re-install UE4 engine so I’m running a clean system/UE4 engine now with only 4.8.2 installed. So checking files shouldn’t be to hard.’

Question(s)

My SDK tools are slightly newer
(22.3.0 vs. 24.0.2 & 19.0.1 vs 19.1.0),
but I doubt that is a huge problem -
We have different output when building
jar files.

How to obtain newer versions? As I’m running what UE4 is shipped/released with?

Next, and related, is a difference in
post-obfuscation kept classes with
yours showing 1302 and mine showing
1938 - a reasonably large differences.

What does this mean “Post-obfuscation kept classes”?

Once I get home, Ill upload proguard-project.txt to my server and try to update SDK Tools? (UE4 comes with 2.08r I believe?)

I updated using SDK Manager; I can’t recall if it was from shipped version or one downloaded directly from - its likely this is a minor difference and not worth worrying about however.

As part of shipping process Proguard is run over Jar files used to make app; this both obfuscates and strips unreferenced classes from Jar file - the ‘kept classes’ are ones it didn’t strip out of Jar file (and thus final apk) during process. Yours seems to strip around 600 more than me but has roughly same starting count indicating that more are being removed which would be consistent with crash log output and an out of date Proguard Project file.

Thanks for clarification.

Ill get back to you as soon as possible. Should be around 22:00 GMT+1 that I can get back behind PC.

Ill keep you updated and informed on the “proguard-project.txt” files and updating SDK (just so we are both on same level and using same tools/sdk versions)

proguard-project.txt
Both files are identical

Local project

Engine → \Epic Games\4.8\Engine\Build\Android\Java

So there’s no error in there.

I’m now updating SDK to see if it will launch on Tablet after SDK is updated