When you were trying to get Tappy Chicken to work were you building and packaging the game yourself from UE4 or were you downloading from the Playstore?
If you’re packaging yourself what engine version are you on?
Also, if you’ve not tried using the play store for Tappy Chicken can you see if these will work on your devices?
I’m sorry for the frustration but with this, if the device can run the Google Playstore version there is a hiccup that is happening when you are packaging the games for Android. Then it’s just a matter of narrowing down where the problem is happening.
Let me know about the HTC phone and if you get it work on that one.
IT DOESN’T WORK ON GALAXY TAB. This is a brand new device, and a popular one. Why isn’t this working? I just tried the MobileTemple and this doesn’t work either.
Thanks darthviper107. I doubt it is compression. The app doesn’t even get a chance to start, then an Android message appears telling me the app has failed. I would be happy just to get it on the Galaxy Tab for now.
Actually no wonder. I have just checked out the specifications of your devices. As this page (https://docs.unrealengine.com/latest/INT/Platforms/Android/DeviceCompatibility/index.html) indicates gpu’s that work are:
**Tegra4
****Adreno 320
****Adreno 330
****Mali 400
**and now to your devices:
nextbook - really low end, far behind
htc - has Adreno 305, at least 320 needed
Galaxy Tab 4 7.0 - has Vivante, isn’t supposed to work according to the ue4 page, and is no longer used in new devices. New ones have Adreno. I suppose you could try to return your tab if you still can if you bought it only for this purpose, because it may never be supported.
Hey ST64, apologies for the frustrations. There are concerted efforts to expand compat with Android devices, some of this will manifest in 4.3, and by the time we get to 4.4 we will be in a much better state. As mentioned in this thread, always let us know what devices in particular (Galaxy Tab, check!) you’re targeting so we can make sure we’re prioritizing testing on those devices. We are not happy with where we are today but we are making every effort to improve quickly.
LOL! Then it doesn’t support Android. Galaxy, and the Galaxy tab are major players in the Android market. Telling customers that I only support these android devices and not other is idiotic. Yes, I can tell customers that I only support Android version x or xx, but having to worry about particular devices – wow.
Unreal Engine 4 supports Windows and Apple operating systems as well, but there are system requirements and considerations as well. If I built a windows PC, and somehow plugged a potato into the PCI-E slot, I wouldn’t expect it to run UE4 :rolleyes:
It supports Android deployment, as much as it supports iOS, OSX, or Windows deployment - if your hardware cannot support the engine, then it’s going to have issues. The good thing is that they seem to be aware of these limitations. Last weeks twitch stream I believe they mention specifically how hard it is to test all of the different android devices, since there is no baseline hardware, and that a Galaxy Phone or tablet in the states is substantially different than one you’d find in South Korea. They’re working on supporting all devices to some extent, so I’d just give it some time. Regardless of what you’re hoping to do right now, the engine is still very much a work in progress, and it’s getting better every week. I know sit and wait isn’t what anyone wants to hear, but its a new engine aimed at early adopters, so bugs and limitations come with the territory.
There’s an adage - you’ll get more bees with honey than vinegar that I think is extremely appropriate, especially when asking for help.
You make really good points Havok. As it stand right now I would not include the Android logo on there sales page. They also are starting to support HTML5 too, but you don’t see that on the front page. I just don’t think you can call Android exporting more than just an experiment at this point. You are right that as time progresses they will get a lot of the kinks out, but I stand my premise that currently it is shady advertising at best.
As for the engine itself - just amazing doesn’t do it justice.
I know android support is not ideal, but i have unreal engine working on a galaxy S1 (with the help of AOSP 4.4). https://twitter.com/TheKRushin/status/471217732092846080 With proper software, driver,firmware support. Unreal engine works on android. The problem lies with OEMs don’t give a *****, so now epic needs to throw in workarounds everywhere to something that should work natively.
Almost all the issues are related to bad software, firmware, driver support because the OEM pushing as many phones out the door as possible (and not caring if the GPU’s are running latest drivers/firmware). Therefor almost all the problems are on a Per device basis alot of times, This takes time to find and figure out. It takes HUNDREDS of android phone to figure out. Check this out, and this post is atleast a year old (maybe more) This Is What Developing For Android Looks Like | TechCrunch
Recently epic got a bunch of new devices to start painstaking go through and work on compatibility.
Thanks for the link and giving me some good background on the Android market. I am going to go read it now. Personally I am an iOS guy, and iOS support is . I just worry that iOS will eventually be only 5% of the market, so that is why I am looking into Android support.
As for my original post. It doesn’t matter who’s fault it is. It still doesn’t work on most devices, and I am not the only one who shares this opinion. Unity Just works. It doesn’t matter the issue, it just works most of the time. They claim they support Android, and they do. It is as simple as that.
It is cool that Epic is starting to support Android, but they just shouldn’t advertise the fact yet. It would stop a lot of the frustration. That is all I am saying.
Well there is another side to the coin though.
There are Android devices that actually are already supported… so removing the Android logo’s and not claiming Android support would possibly drive away a lot of potential future android developers, which is not a good thing (IMO anyway) especially considering this will probably very soon be the best all around game engine for any OS, including Android.
I do agree that there should be information about the limited Android support more widely visible but removing claims for Android support completely is a little extreme if you ask me.
The negative response in this thread is overwhelming. If somebody out there did know a way to help you with your troubles, I wouldn’t count on them bothering to respond given the over-the-top retaliation to every other commenter so far that isn’t a mod or engine dev. Manners will get you a long way.
At the end of the day, Unreal does support some Android devices. It sounds like the issue your having is a hardware-specific one, not anything to do with lack of Android support. Android is very much like Windows, different hardware for one OS. iOS makes life easy in that regard; but then you have to deal with Apple, who I personally would rather avoid like the plague.
That said, It’d be interesting and useful to know what hardware is fully supported as of now. My team starts development on a Windows/Android cross-platform game in two weeks, with a deadline for December before we start post-production and QA. We’re targeting only ONE Android Tablet because it’s not an app-store release, so we have a slight advantage with that. Is there a reasonably priced Tegra-K1 tablet even out yet? What have the current tech demos been running on?
You sound like a complete newbie. Let me give you some advice. If you think supporting one or two android devices is going to make you any money, I would re-think your strategy. Good luck.