Why are enemy Flipbooks not loading on mobile?

Hi . Here’s the iOS log you requested.

[iOS Log][1]

85384-thebiskidofficial.log (26 KB)

I have an example project uploaded and ready for you. Where do you want me to send it?

You can change the ES2 settings in a source build by going to Project Settings > Android > Build.

If you’re in a binary version, the ES2 settings will be grayed out.

You can send the project sample in a private message on the forums. My name is the same there. :slight_smile:

Within the logs posted, I see the following error for you to check out:

[2016.03.28-20.22.47:660][ 39]LogOutputDevice:Warning: === Handled error: ===

Ensure condition failed: NewTransform.IsValid() [File:/Users/build/BuildFarm/build_++depot+UE4-Releases+4.10/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp] [Line: 349]

I guess I’m using a binary version as the Build section grayed out.

I’m having trouble resolving that error. I’ll keep looking into it though.

I sent you a message in the forum with the game link. I appreciate your help!

So, I tested a few different methods with your project that did not fix the solution yet. I pushed your project to a Note 4, Nvidia Shield and a . The enemy sprites did not show up for either of those devices either.

Could you please try and hook up a feature level switch node to your masked unlit sprite and see if the enemy sprites are working on your side?

[Utility Expressions - Documentation][1]

Utility Material Expressions in Unreal Engine | Unreal Engine 5.1 Documentation

Hey ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

Hi . Please re-open this post as it hasn’t been resolved. Thank you

Hi . I’m not sure exactly what you mean. Can you give me a little more detail please.

Thank you

In your material editor, hook up a [feature level switch][1] node to your masked unlit sprite.

Feature Level Switches:

Default: The default Feature Level.

ES2: Feature Level defined by the core capabilities of OpenGL ES2.

ES3.1: Feature Level defined by the capabilities of Metal-level devices.

SM4: Feature Level defined by the core capabilities of DX10 Shader Model 4.

SM5: Feature Level defined by the core capabilities of DX11 Shader Model 5.

Utility Material Expressions in Unreal Engine | Unreal Engine 5.1 Documentation

Maximum sprite sheet 2048x2048 for mobile.