okay so let’s try something DIFFERENT now
this will pack everything inside APK and remove .OBB
it works, I mean I could deploy it, and the buttons work as they should. But the res is still low and it is still zoomed in, everything is blurry, and so on.
what is the size of your texture?
2880X1620, another one 1920X1440, of course smaller parts took smaller images. These two are used as bases.
Also, I think I did mention, but I did set the texture settings to UI and the compression is also set to UI, that way I think it does not compress it.
Thanks. The first one is from 2014, hopefully UE improved since the other messed up the scale badly, at elast on the PC. I’m trying to install to the tablet, but it says “not enough storage”. I have 4.36 GB on the SD card and 2.9 GB on the default storage, and the game is 188 MB. No clue why, but seems like this game is done, but not for android. It works fine on HTML5 though.
tried with running the install as admin as well, but worse than running with the double click. UE needs to do something with its mobile support.
are you having 2 .BAT files? ue4.10 have 2 .BAT but i guess it was removed in 4.12 (or maybe 4.11) one installed game with no OBB and the other with OBB
ue4 makes the game’s OBB go to SD card and game(apk) to DEVICE memory from what i know.
try clearing some space by clearing caches and removing your game with .OBB if it is already installed (i don’t think space should cause problem though)
is your project configured for google play?
everything is set to default.
And now I can’t even build it. says didn’t find the apk file. It’s like a random chance if I can get it working or can’t. -_-
i don’t know why this is happening as i don’t have experience with 4.12 and even if i had was of installing and starting and after 30 mins uninstalling because it said my AMD driver was not upto 15.something (yeah i am running below epic recommendations ,4GB RAM and then the AMD thing)
many user’s are facing problem with 4.12 , in simple things , i guess you will have to wait for epic’s official reply or try googling until then
let’s try something else till then
umm… use Ctrl and + key to zoom the image.
so you say I should just revert back to 4.10? Will my project run that way?
I did configure my project before everything else.
no it does not runs on engine it was not built on until and unless the version is of engine is high
Yeah, I guessed so, at least in autodesk products this way true Thanks anyway.
I think I download UE 10, and start the other, more simple game I wanted to create. I will now deploy it to my tablet at an early stage.
well how about issuing this in BUGS section
STAFFS see that with high priority and this issue seems like one to me so go there , you will get fast official answers.
you said it works on HTML5 , so go for that
I’ll do just that. I think this is a bug now.
Thank you for all the help
Hey agiro,
It seems you and Prithvi have been working hard together to troubleshoot your issues, but I am here to help as well. First I want to make sure all the basics are covered by asking if you can reproduce your issue in a new blank 4.12.5 project?
I also want to make sure you have installed the updated Android SDKs we moved to with the release of 4.12?
Could you provide me with your ‘dxdiag’ and some simple steps so I can see the issues you are reporting?
Let me know if you have further questions.
Cheers,
link text
Here is the dxdiag.
I have just reinstalled the android sdk found in the extras folder in the UE install location somewhere.
I did restart my game afterwards and I did uninstall the older one before the install.
I started a new project, did not mess around the settings, and it build perfectly, but I still get ugly results at the end.
I’m checking out that I set the mobile content scale to 0.0 on all low, med and high, see if that helps.
Nope, content scale to 0.0 did not work. I still get the exact same results.
Now, I got an answer like this from an UE dev on the forums:
"If you want to see what resolution it is actually using take a look at the logcat output from the device for the “Reallocating scene render targets to support”. This will tell you the actual resolution it picked. If you want native resolution set r.MobileContentScaleFactor=0. Also, check the DPI curve in User Interface project settings. This controls the scaling of the UI based on resolution: https://docs.unrealengine.com/latest...de/DPIScaling/
"
How to use that logcat output? through console when the game is running?
Heh the command says available texture formats: ETC1. So I got the “best” tablet again
In the meantime, I messed around with the console commands, and found that if I give it a resolution, using the setRes, say 1280x700, which is the native res of the device, it gets zoomed in. I can’t tell if it is crisp enough, because it is zoomed it.
However, when I tried to use the screen percentage command, no matter what I gave it, it did nothing,
I wrote
r.ScreenPercentage 50 for example.