ue5.7 lyra mobile Android game crash after splashscreen

i succesfully exported lyra 5.7 to android to google play game services

but it crashes on startup after spash screen — i disabled the splashscreen - the game ends immediately
ps : i did not make any edits or changes to the Lyra Starter Game

Hey @HERO4K60 ,

Do you happen to have a crash log from adb that you can share here please?

This may be an issue with Device Profiles in 5.7 not playing nice with your Android device. Which device are you using?

Thanks!

hi @paul.georges , i was able to supply the log files to this issue , please check the attached files,

my test environment :

sungsamg s20 ultra

android-13, sdk-33, ndk-r29

[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
TargetSDKVersion=36
MinSDKVersion=33

thanks.

samsung-SM-N986N-Android-13_2026-05-08_000500.logcat (3.3 MB)

LyraGame.log (147.7 KB)

Yes, I have half of android players reporting in of crashes after splash screen. This only happens after we updated to unreal 5.74.

Will this be fixed soon?

Ps. We use openGL with no vulkan. My pixel phones and samsung tablet seem to be running the game fine.

@paul.georges Hi, I’m also experiencing the same crash (see my post above). I’ve managed to pull the tombstone and logcat from an affected device and have confirmed the following:

Crash details:

  • Signal 11 (SIGSEGV) in /vendor/lib64/egl/libGLESv2_adreno.so
  • Crashes on Thread-6 (background rendering/async thread)
  • Device: Samsung Galaxy S23 Ultra (SM-S918B), Android 16, One UI 8.0
  • Works fine on: Google Pixel 9a (Android 16, Tensor G4)

Project setup:

  • UE 5.7.4
  • OpenGL ES only (Vulkan disabled)
  • Forward renderer (r.Mobile.ShadingPath=0)
  • No Substrate, No Nanite, No VSM

This appears to be Adreno-specific — the Pixel 9a on the same Android 16 runs perfectly. Around half of my affected players are on Snapdragon devices.

I have the full tombstone_18 and logcat ready to share. Please let me know how to best provide these to help investigate. My players are actively affected and I’d appreciate any workaround or ETA on a fix so I can communicate with them.

Thank you!

crash_log.txt (8.3 MB)

tombstone_18 (656.8 KB)

This is a known issue with Lyra Starter Game on Android in UE 5.7, especially when packaging for Google Play. Many people are seeing instant crashes after the splash screen on vanilla Lyra builds.Most Common Causes & Fixes:

  1. Rendering Backend (Try This First)

    • Go to Project Settings → Platforms → Android.

    • Under Rendering, set Targeted RHI to OpenGL ES (some devices crash with Vulkan on Lyra).

    • Also try disabling Vulkan support completely if it’s enabled.

  2. Google Play Services / Online Subsystem

    • Lyra relies heavily on Epic Online Services and Google Play Games Services.

    • Make sure you have properly set up the Google Play Services plugin and the Online Subsystem Google Play.

    • In Project Settings → Android → Google Play, double-check your Google Play App ID and services configuration.

  3. Device Profiles & Scalability

    • Lyra has quite aggressive default Device Profiles for mobile. Some devices (especially Samsung) crash during initialization.

    • Try creating a custom Device Profile for your test device and lower several settings (Shadows, Post Processing, Effects, etc.) to Low or Medium.

  4. Other Important Checks

    • Set Min SDK Version to 33 and Target SDK to 34 or 35 (not too high).

    • Make sure you’re packaging with ETC2 texture format (or ASTC for high-end devices).

    • Disable any unnecessary plugins (especially advanced ones like Chaos, Niagara effects that might be too heavy at startup).

  5. Get Proper Logs

    • Connect your device via USB and run this command:

      bash

      adb logcat -c && adb logcat | grep -E "UE4|Lyra|Crash|Error"
      
    • Look for the actual crash reason (often something related to GAS, Ability System, or shader compilation).

Would you mind sharing:

  • Which device(s) are you testing on?

  • Are you using Vulkan or OpenGL?

  • Any relevant lines from the adb logcat crash?

A lot of people are hitting this after updating to 5.7, so you’re not alone. Let us know the device + log details and we can narrow it down further.Good luck!

Well, I used exactly what you listed and still crash. I alpready provided the crash log. Did anyone look at it? Or is this just another tombstone thread?

Hey @KillerPenguin ,

I pulled both files.

Looked at your tombstone and logcat. Short version: this probably isn’t a bug in your project or in Lyra. It’s more than likely a known Qualcomm GLSL shader-compiler issue on Adreno 720/740 GPUs (your S23 Ultra has an Adreno 740). The Pixel 9a is fine because it doesn’t have an Adreno GPU, that’s why it works there.

Epic already ships a workaround for this exact GPU family in the UE 5.7 engine source. It’s just off by default. You can turn it on without rebuilding the engine.

What it does

It adds a tiny harmless branch to the top of every fragment shader. The GPU never actually takes the branch, but its presence forces Qualcomm’s shader compiler down a different code path that doesn’t trip the bug. Performance cost is basically zero.

How to turn it on

In your project’s Config/DefaultEngine.ini, add:

[ConsoleVariables]
android.OpenGL.InjectFragmentControlFlowHint=1

Then repackage your APK. No engine rebuild needed. Just cook + package like normal.

Try it and let us know if startup is clean. If it still crashes after wiping app data, post back and we can look at the next step.

Kind regards,

Paul

hi , turn on this console variable didn’t help, the logcat show error below:

full locat message is here:

samsung-SM-G998N-Android-15_2026-05-29_155621.logcat (3.7 MB)

tested on samsung s21 ultra android-15

thanks