I have migrated my game from 4.6.1 to 4.7.
Now it crashes at the start.
Added crashlog crashlog
I had the same problem.
I think it is cause of the new OpenGL feature:
DESKTOP-QUALITY RENDERING ON ANDROID BETA (OPENGL ES 3.1 W/ AEP)
Try to reinstall the Android package. It worked in my case, but there are still some bugs.
In my case the virtual joystick was squashed somehow.
Hope it helps you.
Cheers
I mean the Android extension package that you have to install to deploy projects on your smartphone.
I have found another solution, but didnt test it yet:
Disable it via the “Enable OpenGL ES31 + AEP” option Android Project Settings.
Hi Dredok. Here is the relevant section of the 4.7 release notes:
DESKTOP-QUALITY RENDERING ON ANDROID
BETA (OPENGL ES 3.1 W/ AEP)OpenGL ES 3.1 (combined with the
Android Extension Pack) gives you the
ability to use much of the full
desktop rendering experience on
Android devices! This feature is
currently in beta testing, please
provide feedback.“ES3.1+AEP” is now a selectable target
in for building and cooking.Tegra K1 devices (for instance, the
NVIDIA Shield Tablet) have been used
for testing and development. More and
more devices will be supporting AEP in
the future!Enable it via the “Enable OpenGL ES31
- AEP” option Android Project Settings.
Note: Currently, you’ll need to
compile the engine yourself from the
source on GitHub to use this feature.Note: Blueprint-only projects will
need to recompile the base UE4Game
executable with OpenGL ES 3.1 support
by enabling bBuildForES31 in the
engine’s BaseEngine.ini file.
Please have a look at these instructions and see if it helps with your issue. If it does not, could you include logcat logs from your crash?
umm what do you mean by reinstall the android package?
I’m packaging with ETC1.
Ok I found what was my particular issue, but have to find a workaround …
My game uses some custom components which I instantiate (from c++) when modifying some component properties. ie. I have a custom animation component and when I select an asset, this engage several component creations. This works nice in 4.6.1 and before
In 4.7, I had to make these components RF_Transient because if not, I could not save my map. These components produce: “Graph is linked to private object(s)”.
Problem with this is components are not saved (obv, they are flagged as RF_Transient). Then when the game start, any blueprint I had which uses these components will have the components as NULL, producing null dereferences.
Why do I need to flag these components as RF_Transient? Because if not, as I said, any blueprint I put in the editor produces errors in saving (graph linked to private objects). This was working in 4.6.1
This is a show-stopper. I have to rework everything in my game to spawn it in Level script instead of having it pre-done in the editor or create all components in the begin play event of each blueprint. This kind of changes are really hard to deal with because they break game code.
Hi wittlief,
please look at my answer. It is an unrelated issue to the OPENGL ES 3.1
Ok, we’re working on your issue. If you could, can you provide us with the asset/s you have customized, so we can try and reproduce this internally? You can attach to a comment if you feel comfortable with that, or you can PM me on forums if you don’t. Thanks very much!
Hi Dredok,
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance. Thanks very much!