SIGSEGV on start with Android ES31 / Tegra


If I try to launch the ES3.1+AEP version of a game, the application crashes.

#00 02a903b8  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FOpenGLBoundShaderState::~FOpenGLBoundShaderState()+116)
#01 02a90840  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FOpenGLBoundShaderState::~FOpenGLBoundShaderState()+8)
#02 01884b34  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::FDrawingPolicyLink::~FDrawingPolicyLink()+100)
#03 01885100  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (TSet<TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::FDrawingPolicyLink, TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::FDrawingPolicyKeyFuncs, FDefaultSetAllocator>::Remove(FSetElementId)+124)
 #04 01947e20  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FStaticMesh::~FStaticMesh()+176)
#05 018d36d0  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FPrimitiveSceneInfo::RemoveFromScene(bool)+104)
#06 019338b4  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FScene::RemovePrimitiveSceneInfo_RenderThread(FPrimitiveSceneInfo*)+1160)
#07 01997520  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/
#08 00fd6e9c  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FTaskThread::ProcessTasks(int, bool)+280)
#09 00fd600c  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type)+164)
#10 017cf830  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FRenderingThread::Run()+128)
#11 00fe96e4  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FRunnableThreadPThread::Run()+76)
#12 00fd3df4  /data/app/com.YourCompany.StylizedRendering-1/lib/arm/ (FRunnableThreadPThread::_ThreadProc(void*)+76)
#13 00016c43  /system/lib/ (__pthread_start(void*)+30)
#14 00014c33  /system/lib/ (__start_thread+6)

This is with a build of 4.7.0 preview 7 on Tegra K1 hardware, compiled from source. The ES2 build is fine.

Are there any errors in the log before that crash?

Did you compile the ES31 binaries using the bBuildForES31=True and bBuildForES2=False .ini settings? Also, use separate APKs so that the ES31 executable is the only one in the APK.

So far I haven’t reproduced this crash on a Shield Tablet, using the same build of source (4.7 preview 6 from Github).

A couple things:

  • Can you reproduce this using a free UE4 project from the marketplace? Or provide a sample of your crashing project.

  • Can you give more info on your hardware?

  • Most importantly, what investigations have you already tried? If you remove certain features or content from the package (loading movies?) can you figure out a workaround to isolate the issue?

Many thanks

Hi ,

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.