No matching function for call to 'textureCubeLod'

Hello, I have installed quite simple game made with blueprints on Android (Prestigo tablet using Mali 400). The game starts, gives Black Screen and returns to main window. I have run logcat and found following error:

No matching function for call to ‘textureCubeLod’

in my genius thinking :slight_smile: I figure out something is not suported for LOD of textures. Would you know what needs to be switched off to make it working?

more details:

D/UE4     ( 4950): D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp(49): Fatal error:
D/UE4     ( 4950): Failed to compile shader. Compile log:
D/UE4     ( 4950): 2:9: P0004: High precision not supported, instead compiling high precision as medium precision
D/UE4     ( 4950): 2:56: L0002: No matching function for call to 'textureCubeLod'
D/UE4     ( 4950): [2014.06.02-11.14.06:025][  0]LogRHI:Fatal: Failed to compile shader. Compile log:
D/UE4     ( 4950): 2:9: P0004: High precision not supported, instead compiling high precision as medium precision
D/UE4     ( 4950): 2:56: L0002: No matching function for call to 'textureCubeLod'
D/UE4     ( 4950): D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp(33): Ensure condition failed: IsInGameThread()
D/UE4     ( 4950): 
D/UE4     ( 4950): D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp(33): Ensure condition failed: IsInGameThread()
D/UE4     ( 4950): 
D/UE4     ( 4950): D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp(33): Ensure condition failed: IsInGameThread()
D/UE4     ( 4950): 
D/UE4     ( 4950): [2014.06.02-11.14.06:027][  0]LogGenericPlatformMisc: FPlatformMisc::RequestExit(1)
D/UE4     ( 4950): [2014.06.02-11.14.06:028][  0]LogGenericPlatformMisc: FPlatformMisc::RequestExit(1)
D/UE4     ( 4950): [2014.06.02-11.14.06:028][  0]LogOutputDevice: === Handled error: ===
D/UE4     ( 4950): Ensure condition failed: IsInGameThread() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 33]
D/UE4     ( 4950): 
D/UE4     ( 4950): Stack: [Callstack] 0x00000000
D/UE4     ( 4950): [2014.06.02-11.14.06:028][  0]LogOutputDevice: === Handled error: ===
D/UE4     ( 4950): Ensure condition failed: IsInGameThread() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 33]
D/UE4     ( 4950): 
D/UE4     ( 4950): Stack: [Callstack] 0x00000000
D/UE4     ( 4950): 
D/UE4     ( 4950): [2014.06.02-11.14.06:028][  0]LogGenericPlatformMisc:Error: This platform cannot submit a crash report. Report was:
D/UE4     ( 4950): Ensure condition failed: IsInGameThread() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 33]
D/UE4     ( 4950): 
D/UE4     ( 4950): Stack: [Callstack] 0x00000000
D/UE4     ( 4950): [2014.06.02-11.14.06:028][  0]LogGenericPlatformMisc:Error: This platform cannot submit a crash report. Report was:
D/UE4     ( 4950): Ensure condition failed: IsInGameThread() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.1\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 33]
D/UE4     ( 4950): 
D/UE4     ( 4950): Stack: [Callstack] 0x00000000
D/UE4     ( 4950): 
D/Zygote  (   94): Process 4950 terminated by signal (11)

This will be partially addressed with the 4.2 release.

Yes, it should work. Obviously it should also work with the master branch.

If I take and compile current 4.2 version, do you think it will work?

Hi WormPattern,

Have you had a chance to look over the documentation for developing on Mobile Devices? There may be something in there that helps you see if you’ve included something that you may not have wanted to.

There are a lot of default settings that you would need to turn off when developing for mobile. The link above can help you figure these out.

I would start checking your materials and see in that area if something needs to be turned off or adjusted since you are getting shader compile errors.

In regards to what GrafikRobot says, I’m not sure what’s been done specifically but there are going to be some improvements regarding mobile when 4.2 is released.

If you have any specific questions regarding this I can see what I can do to help you.

Thank you!

Tim

GraficRobot, indeed it run with current 4.2. But ligthing is screwed and my balls (actor one) are moving like 2 frame forward and 1 back.

Tim thanks for that, I will try to implement tips from there and check out if it helps.