Gear VR Project Samsung S7 black Screen on start

Hi Everyone,

I am trying to test my Gear VR project project on mobile, however it shows a black screen upon booting. The virtual joysticks are visible and I tnhink I can actually look around but its completely black. After a few seconds, it quits. I do not really understand what the issue is looking at the output log, which extracted through developer mode from my device. Please find it here: https://www…com/s/ohcds83hicutbdy/logoutput.txt?dl=0

Now the thing is that it already worked with an earlier version of the project, however the frame rate was really bad.
So I have implemented a few changes between the two version, but I do not know if any one of them causes the issue or something else completely:

  1. I merged many actors in my scene so as to drastically reduce draw calls. As a result I have quite a few complex merged meshes in my project. As the collision presets were lost, I recreated the collision primitives for the merged meshes.

  2. I simplified my materials that had more than 5 texture samplers as they were not loading when I tried it previously.

  3. Since I could not find merge actors in UE4 v,11 I moved my project to UE4 v.12 (I don’t think this would cause the problem)

  4. I added a precompute volume across the scene.

  5. I changed all my light sources to static (some of them were movable before)

As background info: I am running UE4 v.12 , my device is Samsung S7. Lights have been built.
I realize that some of my sound assets contain illegal characters but this cannot be the issue because it was like this before when the game ran successfully.

THe following line makes me think might have to do with my meshes having too many vertices?

[SM_MERGED_sm_wall_battery_2] Mesh has more that 65535 vertices, incompatible with mobile; forcing 16-bit (will probably cause rendering issues).

Any help would be greaty appreciated.
Best Regards

BreakMaker,

  • Has your project ever shown up on your S7 before?
  • Does your project show up on any other VR device?
  • Do you have all of the plugins/settings within the editor set up for VR?
  • Are you able to replicate this with a newly created template?
  • Have you tried modifying/deleting or replacing your SM_MERGED_sm_wall_battery_2?

Looking forward to hearing back from you, thanks!

Dear ,

A) Yes, when I tested an earlier build (where the actors were not merged amongst other things, see points 1-5.), it ran successfully. However it lagged significantly which led me to implement these optimisations.

B) Yes, it runs perfectly with Oculus Rift DK2

C) If you mean the GearVR Plugin, yes. Are there other plugins?

D) Sofar I have not tried. I will migrate all assets into a new project and see if I can reproduce with a new one.

E) Well, I have not because the example I gave above is just one of many. In fact, I believe all of my merged meshes indicate the same error in the log file. But if I delete them nothing remains in my level :slight_smile:

Why is it that I see and can actually use the two virtual joysticks?

One more curious thing is that when I run the program it says “lighting needs to be rebuilt” even though I always make sure to rebuild my lights before I package.

Thanks for replying back with in-depth information.

From my experience, when the game isn’t properly set up for VR, the virtual joysticks will show up on a blank screen, or the game will not load in general/crash/etc.

What I would first start doing is minimizing the warnings/errors within your game.

For example:

  • LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: ‘/Game/Audio/7_Zombie_sto`hnt_und_sabbert’ is not a standard unreal filename or a long path name. Reason: Name may not contain the following characters: ? Rename your file without the ’ included. That includes Leuchtstoffro’hre__Cue file too.
  • Fix the materials that can’t compile. If you do not, the default material will show up instead.
  • 07-06 17:54:08.568 28586 28606 D UE4 : [2016.07.06-15.54.08:586][-6894240]LogStaticMesh:Warning: [SM_MERGED_sm_wall_battery_2] Mesh has more that 65535 vertices, incompatible with mobile; forcing 16-bit (will probably cause rendering issues).
    07-06 17:54:08.578 28586 28606 D UE4 : [2016.07.06-15.54.08:589][-6894240]LogStaticMesh:Warning: [SM_MERGED_SM_MERGED_sm_wall_309] Mesh has more that 65535 vertices, incompatible with mobile; forcing 16-bit (will probably cause rendering issues).
    07-06 17:54:08.578 28586 28606 D UE4 : [2016.07.06-15.54.08:591][-6894240]LogStaticMesh:Warning: [SM_MERGED_sm_brick_ruined_floor_14] Mesh has more that 65535 vertices, incompatible with mobile; forcing 16-bit (will probably cause rendering issues).
    Fix the verts on these meshes.
  • Take any and all apostrophes, quotes and commas out of ALL of your folder names, file names for the project, etc. They’re considered special characters and will not package properly and can cause trouble when trying to play your game once packaged.
  • Failed to load ‘/Game/Audio/27_Horrordrohnen': Can't find file '/Game/Audio/27_Horrordrohnen’ Make sure that you’ve located all files, deleted any misdirected file paths from your project, if the file was renamed or deleted make sure it shows up that way within the blueprint/code/etc.

Once you’ve gone through all of the files that were originally listed, package your game again and see if any more issues pop up that are similar. If not, build your project again (lighting and all) and package. Let me see the full error output log if you run into any other complications.

If you believe it’s a mobile issue on top of these warnings, please follow these steps:

  • Attach your phone to the computer
  • Go here: C:\android-sdk-windows\tools
  • Open up Monitor.bat
  • Launch the program and save the logs

Make sure that you highlight all of the logs, because they do not save unless they’re highlighted.

Thank you!

This can be marked as resolved, thanks ! After packaging clean, I was presented with another challenge, however, which I posted here about: