I’m still working on this and I’m not having any luck reproducing it with a small test case (120 achievements, 1 leader board) so I’m going to try and reproduce it with version you sent me (all be it updated to our mainline code, at least for now).
I’ll update as/when I have any other news to give.
I did find a topic about Cache Achievements Descriptions causing a crash here:
Maybe it’s something similar. I’m working with 4.9 Preview2 and issue remains. I have added print string to log nodes everywhere and it seems as soon as the “Cache Achievements” Node is run project crashes so maybe fix of above topic can be applied to problem “I’m” having as well?
If needed I can upload current build I’m working with for you (4.9 Preview2 based project although problem remains same).
So i’m working on one of my other games and only made 5 achievements and 2 leaderboards and it seems to work perfectly (strange enough) So I have been checking all files and settings to compare them and everything seemed identical (only difference was in DefaultEngine.ini - so I made sure they are both identical now)
i even checked all files to make sure everything is same and it it’s (was a pain to check with so much libraries and files) so it’s not a random left over file or setting that’s different. I really think I have to much achievements some how, or maybe some achievement names are to long?
I’m still looking at it to see if I can spot anything different between project/settings/files but up till now everything seems same.
issue that you linked has already been fixed, it was committed back in April and it would’ve been fixed in 4.8. Also, in order to better assist you, I’ve requested another developer to look into your issue further. Would you mind providing me a link to your project through a private message in forums?
Also, your defaultengine.ini file should read as [OnlineSubsystem] DefaultPlatformService=GooglePlay if you’d like to incorporate GooglePlay services.
yeah that’s what I had as [OnlineSubsytem] but thought it might have made an difference (No matter if I set it to GooglePlay or NULL it still crashes on Play Services Login)
I can send you my latest build based on 4.9 Preview3, how can I find you on forums?
EDIT:
Packing file now (didn’t know you meant normal forums.unrealengine.com.) You can expect a PM soon
I have send you a PM on forums on (08-13-2015 09:23 PM) but up till now I have had no response at all. Just want to know/make sure you received my PM and was able to download project?
So I can confirm 100% it’s mot my project but unreal engine not handling Incremental Achievements from Play Services right.
I’m working on my 2nd project (Fishy blub Blub) and it was working fine (tested on several devices) when I had only 12 Incremental Achievement’s
Today I added more Incremental achievements’s (Now a total of 57) and it crashes in same manner as Balloony PoP Revised.
So please stop looking at my project files as it’s not an error on my side (2 games crashing with same error is hardly a error) It’s in way UE4 is interacting with libraries in a wrong way.
I also think Bobvodka was testing normal achievements (non incremental) even though I told him several times it wasn’t an issue with normal achievements. This is a major let down as I have spend more than an hour to implement all achievement’s into play and now have to delete them all as they can’t be used as intended.
EDIT:
most annoying part is that again I have a useless game now as even changing all incremental achievements back to normal ones don’t seem to work anymore (somehow it’s still caching old stuff). This is getting really annoying, seeing all over bloated features getting added with each new release but a simple Services FIX is no where to be seen.
I’m really thinking about moving to another engine now as this seems endless. I have been more busy posting here about all error’s and bugs than actually developing a working game with UE4 and Android!
EDIT2:
So I’m down to 59 achievements again and Play Alpha build (that you actually download from store) seems to work again… This is all really frustrating being stuck to anything with less than 100 achievements for games I’m working on.
Hi this is on my todo list for this week fix wont make 4.9 but I will link you to GH change once it’s in for you to grab and build yourself if it’s urgent.
Did you manage to find “source” of problem or did you make any progress? I haven’t used engine/build from source so Ill probably have to wait for #1: 4.10 engine release, #2: A hotfix for 4.9 (would be nice) #3: a fix in form of a plugin.
Hey we use GPS helper libs to handle achievement syncs and it seems to be going wrong in here. I’m working on getting a 100% repro setup and will look at upgrading gps lib.
This likely won’t be a part of any 4.9 hotfixes. When I get it fixed I’ll send you GH commit details that you can use to upgrade your source build. Otherwise this will be a 4.10 fix.
Cool and thanks for update. I can give you access to project files I also gave to " " and “Bobvodka” if needed (send me a PM on forums) it’s quite easy to repo. Set up 104 achievments with proper naming and description (at least 25 chars) that will cause error.