# Rendering artifacts Android

**URL:** <https://forums.unrealengine.com/t/rendering-artifacts-android/26329>\
**Category:** Mobile\
**Tags:** unreal-engine, Android\
**Created:** [April 3, 2015, 1:23pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329 "2015-04-03T13:23:59Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Precious\_Roy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Precious\_Roy](https://forums.unrealengine.com/u/Precious_Roy)\
**Post date:** [April 3, 2015, 1:23pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/1 "2015-04-03T13:23:59Z")

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Hello,

i am trying to test out my game on my android tablet, but i am getting weird artifacts.

Tablet: ← artifacts  
Nexus 7 v1  
android 5.1

Phone: ← works 5fps  
moto g  
android 5.0.2

does any one know what could be the problem.

I was thinking maybe i need to compile it for a newer version of android but i cant find the option.

Edit: after turning off HDR as mentioned here: [Performance Guidelines for Mobile Devices | Unreal Engine Documentation](https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/index.html)

Tablet: ← crashes fails to do anything  
Nexus 7 v1  
android 5.1

Phone: ← 30 + fbs  
moto g  
android 5.0.2

Edit 2: some logcat logs

D/UE4 ( 5863): [2015.04.03-15.25.57:904] 0]LogRHI: OpenGL MajorVersion = 2  
, MinorVersion = 0, ShaderPlatform = GLSL\_ES2, FeatureLevel = ES2  
D/UE4 ( 5863): [2015.04.03-15.25.57:904] 0]LogRHI: PLATFORM\_ANDROID  
D/UE4 ( 5863): [2015.04.03-15.25.57:905] 0]LogRHI:Display: Testing for sha  
der compiler compatibility  
D/UE4 ( 5863): [2015.04.03-15.25.57:905] 0]LogRHI:Display: Shaders compile  
fine no need to enable hacks  
D/UE4 ( 5863): [2015.04.03-15.25.57:905] 0]LogTextLocalizationManager: The  
requested culture (‘en\_US’) has no localization data; parent culture’s (‘en’) l  
ocalization data will be used.  
D/UE4 ( 5863): Fatal error: [File:D:\BuildFarm\buildmachine\_++depot+UE4-Rele  
ases+4.7\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Lin  
e: 1290]  
D/UE4 ( 5863): Failed to find shader map for default material WorldGridMater  
ial! Please make sure cooking was successful.  
D/UE4 ( 5863): [2015.04.03-15.25.57:906] 0]LogMaterial:Fatal: Failed to fi  
nd shader map for default material WorldGridMaterial! Please make sure cooking  
was successful.  
I/art ( 5863): System.exit called, status: 0  
I/AndroidRuntime( 5863): VM exiting with result code 0, cleanup skipped.  
I/WindowState( 462): WIN DEATH: Window{2603ad95 u0 com.YourCompany.TestGame/com  
.epicgames.ue4.GameActivity}

apparently a fatal error and something to do with not being able to find the WorldGridMaterial i don’t think i am using it though and i don’t know if the error is related to it.

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**Author:** ![Axtel\_Sturnclaw](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Axtel\_Sturnclaw](https://forums.unrealengine.com/u/Axtel_Sturnclaw)\
**Post date:** [April 3, 2015, 3:16pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/2 "2015-04-03T15:16:05Z")

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From my own experience, and what you have described here, UE4 does not run on a Tegra 3 device. That’s why you are getting those artifacts.

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**Author:** ![Precious\_Roy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Precious\_Roy](https://forums.unrealengine.com/u/Precious_Roy)\
**Post date:** [April 3, 2015, 4:11pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/3 "2015-04-03T16:11:43Z")

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hmm that is interesting,

when reading:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

it does seem to hint at:  
Tegra 2 and Tegra 3 GPU’s  
Includes HTC One X Plus, LG Optimus 2X, Samsung Galaxy Tab 10.1", Motorola Xoom, and Asus Transformer  
Graphical Corruption Present

so you might be right but it still seems odd seeing unreal uses the **Tegra Android development pack**

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**Author:** ![anonymous\_user\_6ea9814e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6ea9814e](https://forums.unrealengine.com/u/anonymous_user_6ea9814e)\
**Post date:** [April 3, 2015, 7:00pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/4 "2015-04-03T19:00:55Z")

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Hi

I have tested an UE4 game on the Nexus 7 (v1, year 2012) with no problems at all, getting rather stable 30FPS. Here is the link to the project’s description: [LINK](https://forums.unrealengine.com/showthread.php?64301-Penguin-In-Panic!!!-Android)

Did you try creating a new project, choosing the mobile/scalable settings while creating the project, and than building a game with just a single empty scene? You are probably using something that Tegra 3 can’t handle, maybe in shaders, maybe in your project settings under the rendering tab or something related to lighting. But Nexus 7 can run an UE4 app, that I do know for sure.

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**Author:** ![Precious\_Roy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Precious\_Roy](https://forums.unrealengine.com/u/Precious_Roy)\
**Post date:** [April 3, 2015, 8:15pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/5 "2015-04-03T20:15:01Z")

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Hi,

I don’t think i set it up for mobile, let me see if that helps anything. nope even an empty project setup for mobile fails to run on my tablet. i am going to try a previous version of unreal.

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**Author:** ![Chris\_Babcock](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chris\_Babcock](https://forums.unrealengine.com/u/Chris_Babcock)\
**Post date:** [April 3, 2015, 8:29pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/6 "2015-04-03T20:29:28Z")

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I’m looking at issues with Tegra 2 and 3 with Mobile HDR enabled; it works properly with it off.

The WorldGridMaterial issue may be related to a cooking problem fixed in 4.7.4. The derived data cache may contain a bad version of the cooked asset. Try deleting the DerivedDataCache folder in the Engine folder and the Binaries, DerivedDataCache, Intermediate, and Saved folders in your project’s folder before starting the editor. It will take a while to start the first time since it will need to recompile all the shaders.

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<div class="post-metadata">

**Author:** ![Precious\_Roy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Precious\_Roy](https://forums.unrealengine.com/u/Precious_Roy)\
**Post date:** [April 3, 2015, 9:23pm UTC](https://forums.unrealengine.com/t/rendering-artifacts-android/26329/7 "2015-04-03T21:23:33Z")

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Chris your a life saver. it now runs on my tablet as well. although i expected it to preform better then my phone i do now get to see stuff on screen.
