[=;332769]
So with 4.8.2 I can’t even launch to the device anymore or install via the batch file in Developer build as it will crash the game on the device. Time that EPIC steps up and fixes this **** already. Also maybe change the frontage
Mobile
[FONT=Open Sans]Designed for mobile, now and in the future. From simple 2D games to stunning high-end visuals, Unreal Engine 4 gives you the power to develop your game and seamlessly deploy to iOS and Android devices.
That’s false advertisement for the last 5 public releases now, as it doesn’t run/work at all.
[/]
Hi ,
I’m sorry to hear that you are having issues getting your project to launch on mobile. We do extensive testing on platform deployment prior to every release, and we haven’t encountered any of the issues that you are experiencing. I’m aware that you have an AnswerHub post here where you have been receiving assistance to troubleshoot your issues, and I hope that a solution is identified for you soon.
What is the correct process for upgrading from one version to another assuming no code changes? I’ve been prototyping in 4.8.1 for example. how do I move to 4.8.2?
EDIT: Heck how do I even install 4.8.2 in any way, upgrade or not? Upgrade would be preferred, but I can’t even seem to install it as a
New Version". If I try that the launcher for some very odd reason is only letting me install 4.6!!
EDIT2: Ok ignore all my moronicness above. I just needed to restart the launcher.
mentioned this before but got no answer , why on earth does a hotfix/update need to be 2gb in size, i’m sure the code base isn’t that big, surely nowadays you should be able to patch/replace the items that need it and not the whole install
ps. is the a way to limit the download speed of the launcher/patcher as it completely hogs my downstream making it very hard to do anything else on the net.
I’m glad to hear this is no longer occurring for you. If it does start up again please let me know and I’ll be happy to continue digging into the error!
[/]
Unfortunately here i am again
A fresh new windows 8.1 copy just installed. Installed the launcher, logged in, added the new engine and selected 4.8.2… and the same started to happen:
The first 2 or 3 tries got the error with code: 1. Then when finally managed to get started it starts downloading then suddenly drops to 0b/s and after some time it get some speed just to lose it again after some time (usually less than a minute).
Already tried downloading from the browser , jd, etc and it downloads everything fine, no cuts. So that’s not my net. Is just with the launcher.
Tried the steps in the troubleshooting section you linked me previously to with no success.
Added an exception in the win firewall for the launcher.
Changed my DNS
Added -http=wininet to the launcher just in case
But nothing is working :/. After more than 4 hours this is what i’m getting:
And i don’t know what else to do.
Thank you so much in advance. Also let me know if i should stop talking about this problem in this topic and move onto a new one or perhaps pms.
JNI ERROR (app bug): local reference table overflow (max=512)
JNI local reference table (0x7245a018) dump:
as posted in this topic
It seems it’s not clearing/destroying the local references to the achievements. Is there a way I can fix this myself without touching code/C++/the github build?
[=;332769]
So with 4.8.2 I can’t even launch to the device anymore or install via the batch file in Developer build as it will crash the game on the device. Time that EPIC steps up and fixes this **** already. Also maybe change the frontage
Mobile
[FONT=Open Sans]Designed for mobile, now and in the future. From simple 2D games to stunning high-end visuals, Unreal Engine 4 gives you the power to develop your game and seamlessly deploy to iOS and Android devices.
That’s false advertisement for the last 5 public releases now, as it doesn’t run/work at all.
[/]
Same deal - I can’t launch at all on mobile even a stock, unmodified starter project.
[=;335123]
JNI ERROR (app bug): local reference table overflow (max=512)
JNI local reference table (0x7245a018) dump:
as posted in this topic
It seems it’s not clearing/destroying the local references to the achievements. Is there a way I can fix this myself without touching code/C++/the github build?
[/]
Or is there a Temp fix if I port/migrate my project to a code project? It would be nice if I could release my game with google achievements enabled?
Since I use 4.8 all function nodes produce errors after adding a new input or output to the function, I need to replace them all manually then because the pins don’t get added automatically. I think in 4.7 that was not needed, right? Quite annoying,
[=;335573]
Since I use 4.8 all function nodes produce errors after adding a new input or output to the function, I need to replace them all manually then because the pins don’t get added automatically. I think in 4.7 that was not needed, right? Quite annoying,
[/]
Can try right clicking on one instance of it and refresh nodes, sometimes that works.
[]
Since I use 4.8 all function nodes produce errors after adding a new input or output to the function, I need to replace them all manually then because the pins don’t get added automatically. I think in 4.7 that was not needed, right? Quite annoying,
[/]
Ironically, this bug is fixed since weeks internally, but Epic refuses to include bug fixes for subversions of the engine if they are not crashing the editor or prevent the game from compiling/packaging. Same goes for the now unusable LeapMotion plugin. So it seems that all this is left broken because of QA reasons. And not, that’s no joke.
Basically this means, you have to compile your own engine version if you want critical bugs fixed during the lifetime of a major version (upgrade is of course not recommended).
[=;334835]
Thank you so much in advance. Also let me know if i should stop talking about this problem in this topic and move onto a new one or perhaps pms.
[/]
Hey ,
Sorry for the difficulties with the Launcher. We’ll be able to help you best if you post this issue to the Installation & Setup section of the AnswerHub. (click the link in my signature to make a post).
We’ll want to review your Launcher logs, so be sure to attach them to the AnswerHub post. The information on how to gather them is here: #None_of_the_Above_Helped_-_Getting_Debug_Logs
It’s great that you’re working on all these fixes. It seems a lot of people are having problems with mobile, but I haven’t had any issues luckily. Maybe my projects are too simple. I’m using OnePlus One and launching to it from the editor works smoothly on 4.8.2.
I do wish however that the engine could turn off some advanced features so as to support DirectX9. In addition the online subsystem while powerful seems unrefined. I’m currently facing a lot of crashes when attempting to do it through code. The host creates his own game successfully at which point I OpenLevel with the listen option and StartSession, because I read that there was a bug previously if you didn’t. The client then attempts to find sessions, but doesn’t find anything and crashes out the editor on exit whereas in a packaged game it crashes if I attempt to find session a second time.
The 4.8 updates are coming at a slower rate than 4. & 4.7. Is that a good sign for the state 4.8 is in? And is there an ETA on when the first 4.9 preview build will begin, as that’s got some important fixes in it for me.