A widget event called OnTextChanged, with a TextBox target, doesn’t fire on Android at all. Same blueprint works fine on Windows.
- Does this occur in a clean, blank project with no additional content or is it limited to one project?
- What steps can I take to reproduce this on my end?
- Is this limited to a specific device?
- Are you launching or packaging to the Android device?
We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.
I want to report the same issue.
I have done a widget with a text box, like a password, I write a word and I get an action. I play it with mobile preview on PC and it works. It gets the text changed and it plays an action.
Then I play on the android device (packaged) and it can’t get the text, so, I can write the word, but it happens nothing.
Hi Pedro Nunez,
Does this occur in a clean, blank project with no additional content or is it limited to one project?
What steps can I take to reproduce this on my end?
Is this limited to a specific device? What device are you currently using?
Are you launching or packaging to the Android device?
the Xperia J is below the specs we can support with UE4. Do you have another phone available to test on?
Yes, but I think that’s not the problem. Why can I launch the app on Xperia J, but not to run this specific blueprint?
many of the rendering features require a stronger CPU and GPU than what the Xperia J has available. As such, many features will most likely not render or will not correctly render on this device. This is why, if you have another phone available, it would be best to test on a stronger phone, such as a galaxy s4, to see if the error reproduces on phones that can definitely handle UE4 applications.
Same problem with Zenfone 5 A501CG
I have checked with Samsung Galaxy Note 4, and it remains the problem.
I was able to reproduce this on my end, however upon further inspection it looks like this is a known issue. You can view this issue here. Additionally, I’m happy to report that the error has been fixed and should be available in 4.13.