HTML5 works in the editor and local host but it does'nt work from web host

My scene runs fine in editor, and I see some visual errors when I run it in localhost (8000) … no matters because this is not a production quality server but when I upload it to my server in goddady, it compiles but doesn’t run.

I only see four buttons.

I work with UE 4.9.2

You can see: https://www.mediagenio.com/acmurcia/room.html

There is a mensage like: ilegal character or sintax error…

Hey Jarnosrt8,

In order to better assist you, could you please let me know whether or not a template is running on your GoDaddy server or not? Could you tell me which versions of the engine you’ve tried as well? Please also include the browsers you’ve checked your project on and also include the error that you’re receiving. When I open up your link, it’s a white screen with 4 buttons and a faded loading bar and that’s it.

Please also look over this [AnswerHub post][1] and let me know whether or not any of the information provided as helped your situation.

Looking forward to hearing back from you, thanks!

4.9 Packaged HTML5 Project - b83 error - Platform & Builds - Epic Developer Community Forums

Thanks you , I sent you my proyect compress by drive two days ago.

My inbox didn’t show your second reply for some reason. I will be checking out your project and will respond as soon as I can. :slight_smile:

I have downloaded your project and uploaded it to a server myself. I too am having trouble with getting it to load. I have contacted our HTML5 Developer at this time and hope to hear back shortly.

Thank you for your patience!

Hey Jarnosrt8,

I have received information back from our HTML5 Developer. It seems that the https and http has been mixed up. Please try changing all http javascript fetches to https, this should do the trick. If it does not, please reply back and we will assist you further.

Thanks!

Hello ,

I made a new simpler test.

I downloaded the original mirror of RVillani and opened it with EU 4.8.3 and 4.9.2 versions.
I changed the level of shaders to HTML5/mobile.
I compiled it with Firefox and Chrome browsers.

I uploaded all the generated files to a single folder on my godaddy server, but the mirrors disappear.

You can test the Rvillani project.
This is the video:
This is the link to the demo: Hello ,

I made a new, simpler test.

I downloaded the original mirror RVillani EU and opened with EU 4.8.3 and 4.9.2.
I changed the level of shaders to HTML5 / mobile.
I tried to compile with Firefox and Chrome browsers.

I uploaded all the generated files to a single folder on my godaddy server, but the mirror disappear.

You can test the project.
This is the video: https://www./watch?v=wHcGKs0uqLo
This is the link to the demo: https://dl.dropboxusercontent.com/u/6967470/UE4-MirrorDemo.zip

I tried too to compile to Android in a galaxy s2 tab, and I can see all but the mirror.

At the moment, I created a reflection with “reflectioncapturebox” for HTML5 version (it runs in chrome but very low resolution) and another reflection for the Windows version with RVillani’s method.

You can see here:
HTML5: https://www.mediagenio.com/acmurcia/room.html
Downloabled version for Windows with RVillani’s mirror: https://www.mediagenio.com/AC_Murcia_PC.rar

I sent a post today with a question to any way to improve reflectioncapturebox resolution.

It seems that your reflections may not be showing up due to caching. You will need to force clear your cache. The best way to solve this is to place the packaged files under “versioned” folder.

Example:

Otherwise, the device might be running out of texture space to render the scene effectively. A way you can resolve this is to smash the resolution down to a very low size and that should help.

Also, HTML5 (3D) rendering is a subset of the OpenGL spec called WebGL (aka OpenGL ES - Embedded Systems) therefore, certain features may be missing from a fully supported desktop counterpart. For using scene capture as a mirror, this should be supported. However, this can be costly during the rendering cycle.

  • You are basically re-rendering a scene from a different camera angle/position that’s normally behind the player’s viewport.
  • This rendered scene, then has to stay resident somewhere in video ram to have it rendered later on the “mirror object”.
  • In general, this chews up your video ram and most developers “smash the resolution down to very low sizes” for that reason.
  • Copying it out of video ram to main memory is not a good idea, this will completely destroy the rendering performance.

Therefore, depending on the device’s “hardware capabilities” may indeed exhibit different behaviors. This becomes reality when looking at different browsers as well.