# UE5 Android crash in splash screen

**URL:** <https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634>\
**Category:** Mobile\
**Tags:** unreal-engine, UE5-0, Android, question\
**Created:** [April 13, 2022, 3:24am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634 "2022-04-13T03:24:24Z")\
**Posts on this page:** 13\
**Page:** 1

<div class="post-metadata">

**Author:** ![HongyuShen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HongyuShen](https://forums.unrealengine.com/u/HongyuShen)\
**Post date:** [April 13, 2022, 3:24am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/1 "2022-04-13T03:24:24Z")

</div>

Hi, I converted my project from UE5 Early Access to UE5.0, and ran into the crashing problem. It worked fine before, I used UE5 EA to package Android, iOS, Windows and Mac, and all succeeded.

Now I have tried UE5.0 Windows and Android packaging, Windows is fine but not for Android. I don’t have an Android phone, so I uploaded it to Firebase Test Lab, it showed the splash screen for 1 second then crashed. I created an empty project and package, still has the same issue.

Engine version: UE5.0 on Windows 11

Android version: Pixel 3(API level 28), Pixel 5e(API level 30)

Project settings:

 ![1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/a/d/4ad818268681eabde733df4e16f7922e9fc11c60.png)

 ![2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/6/0/96080391569a3bcfc4f3d2ff05d200241743f560.png)

Java version: 1.8.0\_301  
NDK API level: android-21

I believe the issues is not from the JRE/SDK/NDK setup, because it worked fine in UE5 EA with the same settings.

Result on Firebase:

 ![Firebase](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/f/e/2fea99016d0f0eadcf4bfb98a1e2cdb034fdec45.png)

I am not sure why caused that. The first line said “release-keys”, does it mean missing keystore file? I set that up but still not working. Neither development build nor distribution build worked. It also mentioned “ABI: arm64”, but I didn’t enable ABI spliting at all, even enabling it doesn’t get better.

In project settings, neither “Generate bundle(AAB) + Generate universal APK from bundle” nor deselecting AAB worked. And I cannot untick “Support arm64[aka arm64-v8a]”.

If AAB is not selected, it generates:

1. AFS\_-AppName-Shipping-arm64.apk
2. AppName-Android-Shipping.aab
3. AppName-Android-Shipping\_universal.apk

If AAB is selected, it generates one extra file:

1. AppName-Android-Shipping-arm64.apk

Uploading .aab or .apk to Firebase have the same issue. The splitting options confuse me, since Firebase allows to upload only one file, I don’t want to split. I believe AAB is for distribution and APK is for testing, splitting is used for reducing app size and targeting devices with different architecture. I also tried disabling “Share Material Shader Code” and “Shared Material Native Libraries” in Packaging, but didn’t solve it.

I would be glad if anyone can provide some solution.

---

<div class="post-metadata">

**Author:** ![HongyuShen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HongyuShen](https://forums.unrealengine.com/u/HongyuShen)\
**Post date:** [April 13, 2022, 10:49am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/2 "2022-04-13T10:49:42Z")

</div>

Now I am more convinced it is from the engine. I used UE4.27.2 to create an empty project, then packaged using the same settings. It worked fine. Both 4.27 and 5 EA work.

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<div class="post-metadata">

**Author:** ![HongyuShen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HongyuShen](https://forums.unrealengine.com/u/HongyuShen)\
**Post date:** [April 19, 2022, 7:01pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/3 "2022-04-19T19:01:28Z")

</div>

I tried 5.0.1, still has the same problem.

---

<div class="post-metadata">

**Author:** ![denton85](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@denton85](https://forums.unrealengine.com/u/denton85)\
**Post date:** [April 29, 2022, 3:31am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/4 "2022-04-29T03:31:16Z")

</div>

Same problem here. UE5.0.1 from the epic launcher, Huawei P40Pro+, Mi10T crashes at start.  
I have create a blank C++ project, tried to run on device and it crashes

```auto
-29 10:28:29.764 1572 2337 W Process : Unable to open /proc/-1/status
04-29 10:28:29.765 1572 2337 D HwActivityManagerServiceEx: notifyAppToTop pid:2775, enable:0
04-29 10:28:29.765 2775 2775 I RmeSchedManager: init Rme, version is: v1.0
04-29 10:28:29.770 1572 1728 I WindowManager: performshow Window{52acd4a u0 StatusBar} tok.waitingToShow=false isTransitionSet=false parentHidden=false vis=0 tok.hidden=false hasSurface=true policyVis=false destroying=false animating=false
04-29 10:28:29.771 1572 1728 D HwWindowManagerServiceEx: applyLandOpenAnimation alpha 1.0 scale 0.7869921
04-29 10:28:29.773 23640 23640 I crash_dump64: obtaining output fd from tombstoned, type: kDebuggerdTombstone
04-29 10:28:29.774 1148 1148 I /system/bin/tombstoned: received crash request for pid 22606
04-29 10:28:29.775 23640 23640 I crash_dump64: performing dump of process 22606 (target tid = 22606)
04-29 10:28:29.776 1572 2288 I WindowManager: performshow Window{52acd4a u0 StatusBar} tok.waitingToShow=false isTransitionSet=false parentHidden=false vis=0 tok.hidden=false hasSurface=true policyVis=false destroying=false animating=false
04-29 10:28:29.776 1572 2288 D HwWindowManagerServiceEx: applyLandOpenAnimation alpha 1.0 scale 0.7869921
04-29 10:28:29.777 1572 2288 I WindowManager: dispatchResized : win = Window{8f4be6a u0 HwFullScreenWindow} drawState = HAS_DRAWN
04-29 10:28:29.778 1572 2288 I WindowManager: performshow Window{52acd4a u0 StatusBar} tok.waitingToShow=false isTransitionSet=false parentHidden=false vis=0 tok.hidden=false hasSurface=true policyVis=false destroying=false animating=false
04-29 10:28:29.778 1572 2288 D HwWindowManagerServiceEx: applyLandOpenAnimation alpha 1.0 scale 0.7869921
04-29 10:28:29.780 23640 23640 F DEBUG : ******  ******  ******  ******  ******  ******  ******  ******
04-29 10:28:29.780 23640 23640 F DEBUG : Build fingerprint: 'HUAWEI/ELS-N39/HWELS-P:10/HUAWEIELS-N39/102.0.0.236C636:user/release-keys'
04-29 10:28:29.780 23640 23640 F DEBUG : Revision: '0'
04-29 10:28:29.780 23640 23640 F DEBUG : ABI: 'arm64'
04-29 10:28:29.780 23640 23640 F DEBUG : Timestamp: 2022-04-29 10:28:29+0700
04-29 10:28:29.780 23640 23640 F DEBUG : pid: 22606, tid: 22606, name: ny.ShootOnSight >>> com.YourCompany.ShootOnSight <<<
04-29 10:28:29.780 23640 23640 F DEBUG : uid: 10258
04-29 10:28:29.780 23640 23640 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
04-29 10:28:29.780 23640 23640 F DEBUG : Cause: null pointer dereference
04-29 10:28:29.780 23640 23640 F DEBUG : x0 0000007a0304eb10 x1 0000000000000081 x2 000000007fffffff x3 0000000000000000
04-29 10:28:29.780 23640 23640 F DEBUG : x4 0000000000000000 x5 0000000000000000 x6 0000000000000000 x7 7f7f7f7f7f7f7f7f
04-29 10:28:29.780 23640 23640 F DEBUG : x8 0000000000000000 x9 711b902c6ac984d0 x10 00000000000000e0 x11 0000000000000000
04-29 10:28:29.780 23640 23640 F DEBUG : x12 0000007a7b60d608 x13 2f3d3d5168305345 x14 0000000000000004 x15 0000000000000003
04-29 10:28:29.780 23640 23640 F DEBUG : x16 0000007afc8b3b38 x17 0000007afc844ba0 x18 0000007b02280000 x19 00000079f0a93bf0
04-29 10:28:29.780 23640 23640 F DEBUG : x20 0000007b02385766 x21 00000079f0a8bb28 x22 0000000000000000 x23 0000007b010c3020
04-29 10:28:29.780 23640 23640 F DEBUG : x24 0000007b0238a64f x25 0000007afc8ae3d8 x26 0000007b024975a8 x27 0000000000000001
04-29 10:28:29.780 23640 23640 F DEBUG : x28 00000079f0a29338 x29 0000007fde4f2090
04-29 10:28:29.780 23640 23640 F DEBUG : sp 0000007fde4f2090 lr 00000079f0a28624 pc 0000000000000000
04-29 10:28:29.780 23640 23640 F DEBUG :
04-29 10:28:29.780 23640 23640 F DEBUG : backtrace:
04-29 10:28:29.780 23640 23640 F DEBUG : #00 pc 0000000000000000 <unknown>
04-29 10:28:29.780 23640 23640 F DEBUG : #01 pc 0000000000093620 /data/app/com.YourCompany.ShootOnSight-VJZm8pJm8COv9Ge8PES0hQ==/lib/arm64/libc++_shared.so (BuildId: f40f6d280957fdd0a998b5fb11c895e9554b8b45)

```

Probably it has something to do with `/lib/arm64/libc++_shared.so`

```auto
04-29 10:54:29.258 5468 5468 F libc : Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 in tid 5468 (ny.ShootOnSight), pid 5468 (ny.ShootOnSight)

```

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<div class="post-metadata">

**Author:** ![denton85](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@denton85](https://forums.unrealengine.com/u/denton85)\
**Post date:** [April 29, 2022, 10:11am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/5 "2022-04-29T10:11:00Z")

</div>

I have found a workaround for now.  
Issue come from version of Android SDK and NDK installed on the machine.

I had a recent ones before, so I had to install android sdk ver 28(Pie) and android NDK version 21.4, Cmake was downgraded to 3.10 ( just in case )

Project settings / Android SDK been configured to use `SDK API Level` value as `matchsdk` and `NDK API Level` as `latest`

After than I been able to package, install and run the binary on a phone.

Hope it helps.

After that it

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<div class="post-metadata">

**Author:** ![HongyuShen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HongyuShen](https://forums.unrealengine.com/u/HongyuShen)\
**Post date:** [April 29, 2022, 7:34pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/6 "2022-04-29T19:34:26Z")

</div>

That’s a good sign. I tried that but didn’t work for me. I will just leave it and see whether it will get fixed in newer version.

And did you encounter a low frame rate issue? That’s also a serious thing. I posted here: [UE5.0.1 low frame rate issue](https://forums.unrealengine.com/t/ue5-0-1-low-frame-rate-issue/543010)

---

<div class="post-metadata">

**Author:** ![Mnghwa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mnghwa](https://forums.unrealengine.com/u/Mnghwa)\
**Post date:** [April 29, 2022, 10:27pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/7 "2022-04-29T22:27:37Z")

</div>

same here. Win 10 Pro + UE 5.01  
Android Pixel 3 (28)  
With having Intro video i get this Firebase result:

 ![1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/5/0/550033a4e1fa57773bb4a1763eef5c6bc78fd7a3.png)

After remove intro video I get this Firebase result:

 ![2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/0/3/903a997fe25c7cab784168bb8f762294b076b3b4.png)

Surprisingly, it works on Pixel 5e (30).

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<div class="post-metadata">

**Author:** ![HongyuShen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HongyuShen](https://forums.unrealengine.com/u/HongyuShen)\
**Post date:** [April 30, 2022, 12:50pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/8 "2022-04-30T12:50:10Z")

</div>

I heard that the requirement for Android in official UE5.0 is very strict, must be 64-bit and Android 8.0 Oreo or newer. Not all phones with API level 28 can run, I doubt that. I even tried to set the minimum to be API level 30.

But in UE5 Early Access is not that strict, I have been using it since its launch. Some exceptional phones like HTC 10(API level 26) can run.

---

<div class="post-metadata">

**Author:** ![Kafumanto](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kafumanto/32/1194651_2.png) [@Kafumanto](https://forums.unrealengine.com/u/Kafumanto)\
**Post date:** [May 10, 2022, 1:16pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/9 "2022-05-10T13:16:00Z")

</div>

Same issue here:

```auto
A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 25607

```

If the problem is an incompatibility between the packaged app and the target device/Android version, I would expect a better and more user friendly error handling by Android (and maybe also by UE5). This seems more an SDK/NDK problem with UE5 to me.

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<div class="post-metadata">

**Author:** ![Kafumanto](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kafumanto/32/1194651_2.png) [@Kafumanto](https://forums.unrealengine.com/u/Kafumanto)\
**Post date:** [May 10, 2022, 1:57pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/10 "2022-05-10T13:57:45Z")

</div>

As expected, I solved installing specific versions of the Android SDK and NDK tools (as also already pointed out by @denton85 in the thread).

Using the SDK Manager of Android Studio, I ensured to have installed the NDK v21.4.7075529.  
Then configured the Editor as follow:

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/1/e/d1e02cb0e186b654151f44ea20e215fb7f1271f1.png)

---

<div class="post-metadata">

**Author:** ![HongyuShen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HongyuShen](https://forums.unrealengine.com/u/HongyuShen)\
**Post date:** [May 25, 2022, 8:03pm UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/11 "2022-05-25T20:03:45Z")

</div>

Good to know.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_a0ffb2de](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a0ffb2de](https://forums.unrealengine.com/u/anonymous_user_a0ffb2de)\
**Post date:** [July 22, 2022, 3:45am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/12 "2022-07-22T03:45:58Z")

</div>

Had the same problem here in UE5.0.3 and changing Android SDK config didn’t work for me.  
Yet the crash log specifically points to Vulkan API. I switched to using only OpenGLES and it worked on my Phone.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/b/a/8ba5152b8ffd955bef6bce571d8426693b2c5bf2.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/c/0/5c0e9a0c953e4268d7d6e97c29231220324b3056.png)

---

<div class="post-metadata">

**Author:** ![YeXiuPH](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@YeXiuPH](https://forums.unrealengine.com/u/YeXiuPH)\
**Post date:** [November 29, 2022, 10:30am UTC](https://forums.unrealengine.com/t/ue5-android-crash-in-splash-screen/526634/13 "2022-11-29T10:30:33Z")

</div>

Here’s a fix for your problem.

> <https://gist.github.com/yexiuph/ec0e70d309974998c16573d9dd963c39>
