After upgrading to UE5.7 we are having a crash when launching on Switch, iOS, and Android (so mobile renderer related). It appears to be the same problem found here: [Content removed]
I saw in the reply to that question I linked, that resaving might fix it, but so far that did not resolve the issue.
I did indeed see a map check message: Repaired painted vertex colors in 0.1s for 250 components in /Game/Temple_demo/Temple. Resave map to fix.
After resaving that message is gone, but the same crash still occurs.
We do have a lot of our code integrated into UE, but as a test we also used a clean Vanilla copy of UE5.7 with the same map stripped of any data related to ours. Still the same crash. We are able to launch ok on those platforms with a smaller, more simple level.
Thanks for any assistance you can provide!
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Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into this assert for you.
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Hello,
Can you please clarify what you re-saved - the level, or the Static Mesh Asset that triggered the assert?
If you only re-saved the level, can you please try resaving the Static Mesh Asset as well? You might need to debug the crash to determine the asset name.
Please let us know if this helps.
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Thanks for the update and looking into this issue.
Initially I did only save the level and it did not work. After seeing your message I also tried resaving the assets themselves, but still the same crash.
I noticed in the other question on the matter which I linked previously that they should check “Allow CPU access” on the assets. After doing that for all the static meshes I was able to launch on Android without problem.
So, I’m curious if this is a proper fix, or does it just bypass some other issue? We had no problem launching on other platforms such as PS4, PS5, XSX, and XB1. So, only mobile renderer needs this fix maybe, or is there perhaps a cvar setting that we could use?
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Hello,
Enabling “Allow CPU Access” on the assets seems to be a workaround. The assert is happening because the tangent SRV (Shader Resource View) is invalid. This is part of the GPU data for a static mesh, and should be present regardless of “bAllowCPUAccess”.
It is entirely possible that this data is missing due to stale caching. When cooking for the platform, are you doing clean cooks, or cooking incrementally?
You can try manually reverting your change to “bAllowCPUAccess”, clearing the DDC (DerivedDataCache folders in the project and Engine directory), and performing a full clean cook. When reverting the changes to “bAllowCPUAccess”, we say manually revert, so that the files were still touched.
Please let us know if this helps.
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