OpenGL crash at libUE4.so with Ellipsis 8 (QTAQZ3)

An Android reported a crash to us via Play.

Device: Ellipsis 8 (QTAQZ3)

OS: Android 4.4

Texture Compression Format: DXT

*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Build fingerprint: 'Verizon/VZW_QTAQZ3/QTAQZ3:4.4.2/KOT49H/jenkins.KOT49H.QZ3_31F27:/release-keys'
Revision: '0'
pid: 32728, tid: 352, name: RenderThread 1 >>> com.msgames.SkateAndStrike <<<
signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
r0 00000000 r1 ffffffff r2 0000034a r3 000088e4
r4 00000004 r5 00000000 r6 00000d28 r7 66818010
r8 6d20d000 r9 00000000 sl 00000004 fp 73d92880
ip 00000000 sp 73d92830 lr 635726e0 pc 6356d248 cpsr 80070010
d0 3f8000003f800000 d1 000000003d4ccccd
d2 3f8000003f800000 d3 000000003d4ccccd
d4 3f8000003f800000 d5 3f8000003f800000
d6 0000000000000000 d7 0000000000000000
d8 0000000044f8c000 d9 00000000c3160000
d10 00000000c63c8367 d11 0000000048800000
d12 0000000000000000 d13 0000000000000000
d14 0000000000000000 d15 0000000000000000
d16 0000000000000000 d17 3ff0000000000000
d18 3fcebfbe00000000 d19 3fe62e4300000000
d20 0000000000000000 d21 0000000000000000
d22 3fc112fd38999f72 d23 bff0000000000000
d24 3f8362b9bf971bcd d25 3ff3116c6571aa4c
d26 3fefffffbce4212f d27 3d319799b94123a0
d28 bfdffffffd0c5e81 d29 bf56c087e6620953
d30 3fa55553e1053a42 d31 bff921fb54442d18
scr 8800001e

backtrace:
#00 pc 037fd248 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FOpenGLDynamicRHI::EnableVertexElementCachedZeroStride(FOpenGLContextState&, FOpenGLVertexElement const&, unsigned int, TOpenGLBuffer<FOpenGLBaseVertexBuffer, 34962u, &(CachedBindArrayBuffer(unsigned int))>*)+672)
#01 pc 037fd4dc /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FOpenGLDynamicRHI::SetupVertexArrays(FOpenGLContextState&, unsigned int, FOpenGLStream*, unsigned int, unsigned int)+368)
#02 pc 037ffbc4 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FOpenGLDynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int)+508)
#03 pc 037ffe3c /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (non-virtual thunk to FOpenGLDynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int)+48)
#04 pc 030c7f08 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FMeshDrawingPolicy::DrawMesh(FRHICommandList&, FMeshBatch const&, int, bool) const+492)
#05 pc 0318ed2c /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (int TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy, 0> >::DrawElement<(InstancedStereoPolicy)2>(FRHICommandList&, FViewInfo const&, FMeshDrawingPolicy::ContextDataType, TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy, 0> >::FElement const&, unsigned long long, TStaticMeshDrawList<TMobileBasePassDrawingPolicy<F+864)
#06 pc 03192534 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (int TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy, 0> >::DrawVisibleFrontToBackInner<(InstancedStereoPolicy)2>(FRHICommandList&, FViewInfo const&, FMeshDrawingPolicy::ContextDataType, TBitArray<SceneRenderingBitArrayAllocator> const*, TArray<unsigned long long, SceneRenderingAllocator> const*, StereoPair const*, int)+736)
#07 pc 03165cb0 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so
#08 pc 03164d2c /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FMobileSceneRenderer::RenderMobileBasePass(FRHICommandListImmediate&)+1088)
#09 pc 0316b360 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FMobileSceneRenderer::Render(FRHICommandListImmediate&)+1716)
#10 pc 02f3ee80 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so
#11 pc 02f6e81c /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so
#12 pc 01667c6c /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+180)
#13 pc 0166792c /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+100)
#14 pc 02e39ff8 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (RenderingThreadMain(FEvent*)+372)
#15 pc 02e41ac4 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FRenderingThread::Run()+20)
#16 pc 016a43f4 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FRunnableThreadPThread::Run()+100)
#17 pc 01664c60 /data/app-lib/com.msgames.SkateAndStrike-1/libUE4.so (FRunnableThreadPThread::_ThreadProc(void*)+104)
#18 pc 0000d210 /system/lib/libc.so (__thread_entry+72)
#19 pc 0000d3ac /system/lib/libc.so (pthread_create+240)

code around pc:
6356d228 ea000009 e3540004 1a000007 e3a01000
6356d238 e1510126 0a000004 e5971000 e1a02126
6356d248 e4801004 e2522001 1afffffc e59d0028
6356d258 eb001539 e59f0074 e59f1054 e08f0000
6356d268 e59d6028 e7910000 e1a01006 e0800185
6356d278 e2800004 eb0013ac e28d0028 eb00157e
6356d288 e59d201c e59d7018 e596001c e3a01000
6356d298 e58d1000 e1a01007 e58d0004 e1a00008
6356d2a8 e1a0300a ebfffeb4 e24bd01c e8bd8ff0
6356d2b8 01356b10 001b1f6c 01356af0 01356a70
6356d2c8 01356a44 01356a30 013569b4 ffde607c
6356d2d8 01356878 e92d4830 e28db008 e59f006c
6356d2e8 e59f406c e08f0000 e0840000 e5905004
6356d2f8 e3550000 0a000007 e59f0058 e08f0000
6356d308 e7940000 e2800004 eb00155b e2800008
6356d318 e2555001 1afffffb e59f003c e3a01000

code around lr:
635726c0 e59f0074 e59f1074 e08f0000 e7910000
635726d0 e30818b9 e5902000 e3080892 e12fff32
635726e0 e584602c e3500000 e5848030 10800008
635726f0 e5d41028 e7c3119f ea000006 e1a00006
63572700 e3a01000 e584602c e5848030 eb0f6930
63572710 e5d41028 e3811008 e5840034 e5c41028
63572720 e8bd8df0 013514c0 ffff9ac4 013514a4
63572730 ffff9ac8 01351484 ffff9acc 01351414
63572740 ffff9a74 e92d4c10 e28db008 e1a04000
63572750 e5d40028 e3100001 08bd8c10 e594001c
63572760 eb000b7f e59f0100 e59f1100 e08f0000
63572770 e7910000 e5d00000 e3500000 0a000009
63572780 e59f00ec e59f10ec e08f0000 e7910000
63572790 e5900000 e3500000 1a000014 e5d40028
635727a0 e3100002 1a000011 e594202c e5940038
635727b0 e1520000 1a000018 e594c034 e30838e0

,

Signal 11 is a segmentation fault and it typically means that the program being ran is accessing a memory location that it wasn’t assigned to access. Please check the device to ensure that it has enough memory left on the device to run the project. If you have any C++ in your project, you’ll need to look over it for any type of errors that may be accessing memory incorrectly.

  • Are you experiencing this one any other specific device, or did this only happen with the Ellipsis 8?
  • Did this happen when you were working in 4.14?
  • Did you just recently move to 4.15?
  • Can you replicate it in any other sample project?

Looking forward to hearing back from you, thanks!

Are you experiencing this one any other specific device, or did this only happen with the Ellipsis 8?

There are many crash reports including signal 11, but content of them are not same. Some of them are as follows:

General Mobile 4G (gm4g_s_sprout) Android 6.0 ATC (2 reports) https://zerobin.net/?9935d0c5a38d6914#YmfM1fzi8VCvHU7Tt7q0faCD+84Wwu1Qq8sf+0Il/t4=

LG G Stylo (g4stylusn) Android 6.0 ATC (1 report) https://zerobin.net/?fefd876510a78e52#b25HMpejkeJFpkvDK6TZXxwe7przoOh8UyPTPpjmy4A=

Did this happen when you were working in 4.14?

Sorry for wrong information. This was 4.14.

Can you replicate it in any other sample project?

No, I only received this crash report from a player and I don’t have extra information. I can’t reproduce this with certain steps. The game rarely crashes at every device, but I couldn’t catch a crash log on my device yet. I didn’t play another Unreal games to collect enough data.

I have yet to reproduce this issue on the Nvidia Shield, and even the LG G5 granted these devices are on a higher version of Android. I’m wondering if your customer is running into a driver crash. Is there anyway that you can obtain information from them regarding their crash? Such as them providing their full monitor.bat logs or letting us know whether or not their Android is rooted?

If you are able to ask him for his monitor.bat logs, here is a guide for them:

  • Attach your phone to the computer
  • Go here: C:\android-sdk-windows\tools
  • Open up Monitor.bat
  • Launch the program and save the logs

If you cannot get Monitor.bat to open, please go to:

  • C:\android-sdk-windows\tools\lib\monitor-x86
  • Open up Monitor.exe
  • Follow the instructions above

Make sure that you highlight all of the logs, because they do not save unless they’re highlighted.

Thanks!

Hey ,

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.

Thank you!