(Translated by Google Translate)
Hello. I have a problem with the compilation of the project under the Android - textures are not imposed on the model.
In the editor, everything looks good, in Mobile Preview (PIE) all displayed without problems, compiled project for Windows also displayed without problem,
but a compilation of the android it works incorrectly (Tested on the emulator and on a smartphone). At the same time there are no compilation errors.
http://s1.uploadpics.ru/images/b1MQK260fZ.png
The screenshot shows that even the model default platform levels reflected not correct. The screenshot shows how to rendering 2 models. First - Static Mesh,
second - same model in BluePrint. Engine version 4.10.4. At 4.11 and New Project the error persists. Materials consists only of texture.
( My project - https://yadi.sk/d/rukawmC2rqBr4 (8мб) )
What could be the problem?
http://s1.uploadpics.ru/images/bk0KED9jMW.png
Hey StanislavEX,
Could you provide me with some repro steps so I can get this issue to occur on my end?
I am assuming you have created a blank first person shooter template project, created a blueprint with the default cube mesh, and placed the blueprint in the level?
Let me know if you have additional comments or questions.
Thank you,
Are you not packaging the project for your wrong android architecture?
Format Description
DXT This is what your desktop computer uses, and used by Tegra-based devices.
ATC This is used in Qualcomm Snapdragon based devices.
PVR This is used in ImgTec PowerVR based devices.
ETC1 This is supported on all devices, but does not support textures with an alpha channel, so those textures are uncompressed, making your game’s download large and use more runtime memory.
ETC2 This is used by MALI based devices and some others.
Yes, I have created a blank first person shooter template project (or full empty project)
I partially solved the problem. If I restart the engine, and then compile, then the compilation is successful. Apparently, the engine does not save the new Asset by button “Save”.
That’s what was in the logs:
][ 0]LogLinker:Warning: Can’t find file ‘/Game/beton256’
][ 0]LogUObjectGlobals:Warning: Failed to load ‘/Game/beton256’: Can’t find file ‘/Game/beton256’
After restarting the engine does not have this warning in the logs. How to make so that it was not necessary to restart the engine? (Here is a short video which shows all my steps: - YouTube )
And another question: now, after compilation, the model is displayed with such defects:
http://s1.uploadpics.ru/images/-1lFGeJ8mW.png
Most likely due to the lightmap UV overlapping (issued the corresponding warning). But why, then, when compiling for Windows all displayed without any problems? It is precisely because of the lightmap overlapping?
(sorry for my bad English)
Thanks, but I pack in ETC1, it must be supported by all devices.