Shading and BP Problems deploying to my HTC One.

Hi,

I have a very basic project that consists of a little scene with some characters running arround. This all works when I test it in the editor, also when I use the Mobile preview in the Editor. However, when I launch it on my HTC One M7 Android Phone, tha grass texture that comes with the default assets is rendered black and the blueprint that lets my NPCs run arround does not work. I assume this has to do something with pathfinding, but I am not sure. What would be a good way to debug this kind of behaviour?

Cheers,

Christian

Grass black texture issue is no doubt because of your lighting. Only a subset of lighting types are support on mobile. See: Lighting for Mobile Platforms | Unreal Engine Documentation
Remember to rebuild your lighting after changing before deploying.

For debugging the BP use the print string BP node to output some text on the device in a few different places to see where the BP is getting stuck.

Hope that helps!

Well since it is only the one surface with that specific material on, I dont think it really should be a problem of unsupported light types being used, right?

Also, using this approach to debug BP on mobile seems a bit slow, considering that it takes about 10 minutes to deploy the app to my phone. Aren’t there any more smooth debugging solutions in UE4 to tackle those kinds of issues?