Third Person Template Launch to Android Crashes editor

Hi Roksi,

Can you go to \Unreal Projects\PROJECTNAME\saved\logs\ and upload your crash logs here from the editor itself?

Reproduced the crash and got the logs. Edit: the logs dont seem to have tracked much data of the latest session. The crash always just closes unreal editor to desktop without any messages whatsoever.

link text
link text
link text

Found an old Samsung Galaxy Tab 2 7" and managed to successfully launch the project on it. It’s running Android 4.1 so that further backs up the issue being on the Note 4.

Thank you for the updated information, I have included this in the bug report.

Not an answer - more info.

On a Mac - same thing - Editor just quits to desktop on Android Launch.

When I package a build with Android → All and use the Install .command file the game immediately exits on launch.

So I listened to the device when I attempted to run the installed game package (via @rohoon’s logging answer: adb logcat -d > my_device_log.txt) and got the below. Is there a cooking step I am missing?

10-04 23:22:25.197 23304 23317 D UE4 : [2016.10.05-04.22.25:197][-8008816]LogRHI: OpenGL MajorVersion = 2, MinorVersion = 0, ShaderPlatform = GLSL_ES2, FeatureLevel = ES2
10-04 23:22:25.197 23304 23317 D UE4 : [2016.10.05-04.22.25:197][-8008816]LogRHI: PLATFORM_ANDROID
10-04 23:22:25.197 23304 23317 D UE4 : [2016.10.05-04.22.25:197][-8008816]LogRHI:Display: Testing for shader compiler compatibility
10-04 23:22:25.198 23304 23317 D UE4 : [2016.10.05-04.22.25:198][-8008816]LogRHI:Display: Shaders compile fine no need to enable hacks
10-04 23:22:25.198 23304 23317 D UE4 : Fatal error: [File:/Users/paul/Code/github/EpicGames/UnrealEngine/Engine/Source/Runtime/Engine/Private/GlobalShader.cpp] [Line: 593]
10-04 23:22:25.199 23304 23317 D UE4 : The global shader cache file ‘…/…/…/Engine/GlobalShaderCache-GLSL_ES2.bin’ is missing.
10-04 23:22:25.199 23304 23317 D UE4 : Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
10-04 23:22:25.199 23304 23317 D UE4 : It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform’s packaging settings include this Targeted RHI.
10-04 23:22:25.199 23304 23317 D UE4 : Alternatively build and run the UNCOOKED version instead.
10-04 23:22:25.199 23304 23317 D UE4 : [2016.10.05-04.22.25:199][-8008816]Assertion failed: Assertion failed: [File:/Users/paul/Code/github/EpicGames/UnrealEngine/Engine/Source/Runtime/Engine/Private/GlobalShader.cpp] [Line: 593]
10-04 23:22:25.199 23304 23317 D UE4 : The global shader cache file ‘…/…/…/Engine/GlobalShaderCache-GLSL_ES2.bin’ is missing.
10-04 23:22:25.199 23304 23317 D UE4 : Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
10-04 23:22:25.199 23304 23317 D UE4 : It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform’s packaging settings include this Targeted RHI.
10-04 23:22:25.199 23304 23317 D UE4 : Alternatively build and run the UNCOOKED version instead.
10-04 23:22:25.201 23304 23317 I art : System.exit called, status: 0
10-04 23:22:25.201 23304 23317 I AndroidRuntime: VM exiting with result code 0, cleanup skipped.