Only Nintendo switch players crash when playing my map on public server.

Mobile players can enter the game I’ve tested on my phone but when I tested on Nintendo switch it crashes the game and the game closes.

I launch a session from the editor, open the client on Nintendo switch but it also crashes the game and closes it.

Any idea what this could be?

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Big textures do that sometimes

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Thank you! But all my textures are POT’s and Optimized at 512x512 and compressed locally and in engine.

The Server is packaging the HIGH Scalability version instead of the Low/Medium scalability package. I am using the Lighting Scalability Manager, and the switch should be using Low/Medium as it was before. But all of the sudden I noticed that the Switch did open for a brief minute on a test session and was running the HIGH scalability with Exponential height fog. This is completely out of my control and is an Epic Games Staff question i feel, because they do not provide us with performance tools and cross-platform functionality tools that could force the switch to run the mobile LOW Scalability or ps4 MEDIUM scalability version manually.

Still Nintendo Switch is crashing, players reporting frequently the same issue.

All light radius’s are NOT intersecting. Meshes LOD’s functioning correctly. Big Giant Rocks are 4k tri’s.
image

No tools to diagnose or provide feedback on performance insights like Unreal Engine Insights.

Very hard to diagnose something like this and has been ongoing intermittently per V28 -V29 Updates for months.

I’m not sure about the exponential fog, I don’t think the Switch settings are either low or medium it’s some sort of mix

Good to know that you don’t have any 4k texture, meshes should be a problem if you defined LODs, I’m now thinking about materials, did you import any material from UE5 or you made them yourself ? Some nodes won’t work on Nintendo Switch, something related to not having deferred rendering or smth

Thank you @im_a_lama

I do have a material function I copied from ue5 and used throughout the map.

I set the detail mode of those assets using the material to only show on high scalability in engine and tried launching a session on console Nintendo switch, but it still crashes. Wondering if I should flicker and reapply those detail mode settings and re-save to see if it is glitching/bugging out and not applying the changes to the launch session.

Additionally, could a non-UE sprite MF still contain deffered rendering?

Thank you for your help

Yes, some limited functions cannot be used, usually they will show you a popup about DX12 being not available if I’m not mistaken, but some things cannot be retrieved on Nintendo Switch, try removing the material and see if it fixes the crash, then if it doesn’t you can isolate the faulty node

I found out one of the causes, as the issue is not as persistent. The root issue was with Material Functions using symmetry to animate a texture.

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