I was planning to test out this demo to see how well it would perform on my iPad when 2 hours after I started the build and after deployment, I get this :
Mar 31 18:46:13 users-iPad UE4Game <Warning>: [2015.03.31-15.46.13:191] 0]LogModuleManager:Warning: ModuleManager: Module ‘GameplayDebugger’ not found - its StaticallyLinkedModuleInitializers function is null.
Mar 31 18:46:13 users-iPad UE4Game <Warning>: [2015.03.31-15.46.13:192] 0]LogAIModule: Creating AISystem for world UEDPCMatineeFightScene
Mar 31 18:46:13 users-iPad UE4Game <Warning>: Assertion failed: NumBones * BoneMatrices.GetTypeSize() <= sizeof(GBoneUniformStruct) [File:/Users/build/BuildFarm/build_++depot+UE4-Releases+4.7/Engine/Source/Runtime/Engine/Private/GPUSkinVertexFactory.cpp] [Line: 155]
The question that I’m facing now is, how can you figure out if an asset fails or not on iOS ? I assume the number of bones is too great… for GLES2 probably, but I would’ve assumed it uses uniform buffers under GLES3… right ? So the bone limit should be up there with D3D10+ levels.