DLC package problem on Android, Please Help me, I trapped in this crash case more than 2 weeks


1.I successfully package my project on Android;

2.successfully package my project content plugin as DLC;

3.Download my DLC from my server, open a simple level inside the DLC Content;

4.When on win64, 1~3 will work perfectly, nothing wrong;

5.Every time I try on Android will crash and get these log below.

[2020.03.17-09.17.39:313][141]LogWorld: Bringing World /DLC_Testing/NewShit.NewShit up for play (max tick rate 0) at 2020.03.17-17.17.39
[2020.03.17-09.17.39:313][141]LogWorld: Bringing up level for play took: 0.000549
[2020.03.17-09.17.39:313][141]LogOnline: OSS: Creating online subsystem instance for: GooglePlay
[2020.03.17-09.17.39:313][141]LogOnline: Warning: OSS: FOnlineSubsystemGooglePlayModule was disabled
[2020.03.17-09.17.39:315][141]LogLoad: Took 0.029751 seconds to LoadMap(/DLC_Testing/NewShit)
[2020.03.17-09.17.39:339][143]LogVulkanRHI: Error: Failed to create graphics pipeline.
[2020.03.17-09.17.39:339][143]LogRHI: Error: Failed to create GraphicsPipeline
[2020.03.17-09.17.39:526][143]LogAndroid: Error: === Critical error: ===
[2020.03.17-09.17.39:526][143]LogAndroid: Error: 
[2020.03.17-09.17.39:526][143]LogAndroid: Error: Fatal error: [File:Unknown] [Line: 139] 
[2020.03.17-09.17.39:526][143]LogAndroid: Error: Shader compilation failures are Fatal.
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E3064E78 libUE4.so(0x0000000004C82E78)!PipelineStateCache::GetAndOrCreateGraphicsPipelineState(FRHICommandList&, FGraphicsPipelineStateInitializer const&, EApplyRendertargetOption)  []
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E3064A08 libUE4.so(0x0000000004C82A08)!SetGraphicsPipelineState(FRHICommandList&, FGraphicsPipelineStateInitializer const&, EApplyRendertargetOption)  []
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E3463C50 libUE4.so(0x0000000005081C50)!FMeshDrawCommand::SubmitDraw(FMeshDrawCommand const&, TSet, FDefaultSetAllocator> const&, FRHIVertexBuffer*, int, unsigned int, FRHICommandList&, FMeshDrawCommandStateCache&)  []
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E3460ED4 libUE4.so(0x000000000507EED4)!SubmitMeshDrawCommandsRange(TArray > const&, TSet, FDefaultSetAllocator> const&, FRHIVertexBuffer*, int, bool, int, int, unsigned int, FRHICommandList&)  []
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E34608AC libUE4.so(0x000000000507E8AC)!FParallelMeshDrawCommandPass::DispatchDraw(FParallelCommandListSet*, FRHICommandList&) const  []
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E34C22C4 libUE4.so(0x00000000050E02C4)!FMobileSceneRenderer::RenderMobileBasePass(FRHICommandListImmediate&, TArrayView)  []
[2020.03.17-09.17.39:526][143]LogAndroid: Error: [Callstack] 0x00000073E34CBAB0 libUE4.so(0x00000000050E9AB0)!FMobileSceneRenderer::Render(FRHICommandListImmediate&)  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E36142EC libUE4.so(0x00000000052322EC)![Unknown]()  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E36144B4 libUE4.so(0x00000000052324B4)![Unknown]()  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E27C1138 libUE4.so(0x00000000043DF138)!FNamedTaskThread::ProcessTasksNamedThread(int, bool)  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E27C0D2C libUE4.so(0x00000000043DED2C)!FNamedTaskThread::ProcessTasksUntilQuit(int)  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E30A0AD4 libUE4.so(0x0000000004CBEAD4)!RenderingThreadMain(FEvent*)  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E30D7778 libUE4.so(0x0000000004CF5778)!FRenderingThread::Run()  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E280BFE0 libUE4.so(0x0000000004429FE0)!FRunnableThreadPThread::Run()  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x00000073E27BF708 libUE4.so(0x00000000043DD708)!FRunnableThreadPThread::_ThreadProc(void*)  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x0000007486E43DB0 libc.so(0x0000000000081DB0)![Unknown]()  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: [Callstack] 0x0000007486DE578C libc.so(0x000000000002378C)![Unknown]()  []
[2020.03.17-09.17.39:527][143]LogAndroid: Error: 
[2020.03.17-09.17.39:527][143]LogAndroid: Error: 
[2020.03.17-09.17.39:527][143]LogAndroid: Error: 
[2020.03.17-09.17.39:527][143]LogAndroid: Error:

It seems like shader compilation issue, try to package you game in shipping build, it will compile shaders on packaging insted tasking device to do it. Also review texture and material set up if it meets requirements of Android.

I don’t think that,my package is already using Shipping mode to pack, and if I use normal package whole project , every thing will be right. Only problem is using .pak file to do hot load map dlc will cause crash. I think this is an engine bug of mobile dlc module.

请问这个问题解决了么?我遇到了同样的事