Unreal:Mobile Development Troubleshooting Guide

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Mobile Development Troubleshooting Guide

Here is your one stop shop to find solutions to the most common mobile development and packaging. Take a look to see if the problems you are experiencing are listed and if so what steps you can take to fix the bug. If these fixes do not work, there will be a list of information needed when you make a post on the Answerhub detailing your specific error.

Additional Resources

Here are a few extra pages that may help determine if the error you are seeing is a bug in engine or a compatibility error with the specific device you are using.

Windows

Android

Build Failing:

  1. Be sure that you are using Visual Studio 2013
  2. Did you follow the SDK Documentation? (Found here)
    • If not, Re-installation of SDK may be necessary?
  3. Did you download the correct Drivers for your device?
  4. Create a Bug Report on Answerhub

Not Deploying to the Device

  1. Is your Device Supported?
  2. Is the phone on Developer Mode?
  3. Do you have the correct Drivers installed? (Located in the Epic Games Device List graph)
  4. Create a Bug report on Answerhub

Crashing Once Deployed on the Device

  1. Monitor Logs (after downloading the Android SDK, You can find this .bat file by using this pathing: NVPACK\android-sdk-windows\tools. Double click on the file labeled ‘Monitor’)
    • These logs will be vital when writing a Bug Report
  2. Create a Bug Report on Answerhub

Screen is Black, but Analogs are Showing

  1. Is your Device Supported??
  2. Create a Bug Report on Answerhub

Dynamic Shadows are not Rendering Properly:

  1. Is the Directional Light in the project set to Movable?
  2. Create a Bug Report on Answerhub

Materials not Showing Correctly:

  1. Materials for Mobile Platforms
  2. Create a Bug report on Answerhub

Android Missing .so File

Android missing .so file to launch or package (ERROR: Can't make an APK without the compiled .so [C:\Program Files\Epic Games\4.6\Engine\Binaries\Android\UE4Game-x86-es2.so])

  1. Solution: Open Project Setting and in Platforms/Android/Build uncheck "Support x86"
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end


Touch Events Cause Crash

Error that caused crashes on Android when Touch events were called too early

  1. Solution: Issue was fixed in 4.6.1
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Load UAnimBlueprint Crash

Load UAnimBlueprint crash on Android device

  1. Solution: bDontLoadBlueprintOutsideEditor= false
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Unimplemented OpenGL ES API

Galaxy S3 mini: called unimplemented OpenGL ES API

  1. Solution: Galaxy S3 mini is not supported
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

AutomationTool Unable to Run

Packaging (Android (All)): BUILD FAILED AutomationTool was unable to run successfully.

  1. Solution: http://www.youtube.com/watch?v=e9YApCIx18Q
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end


Error Exporting to Android

Error Exporting to Android Platform (Software Development Kit (SDK) not found. Please intall the SDK for the Android target platform)

  1. Solution: Make sure nvpack is properly installed
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Orientation Trouble

Incorrect Orientation for Download Background

  1. Solution: Replace the image with a 1280x720 image. Copy the downloader_progress.xml in Engine/Build/Java/res/layout to your project's Build/Android/res/layout (make the directories as needed). Edit downloader_progress.xml and change the orientation="vertical" to "horizontal".
  2. Similar Answerhub issue.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Launch Failure

Andriod Launch Failure (The system cannot find the path specified.)

  1. Solution: Try to reinstall the Android SDK. If you have not previously done so, you can find documentation here on how to set it up: https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/1/index.html
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Asus Transformer TF700T: Screen Garbled on Deploy

Asus Transformer TF700T is recognized by the engine, but when pushing to deploy the screen on the tablet looks garbled.

  1. Solution: Disabled Mobile HDR and Use Android DXT
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

iOS

**When building on a Windows machine, you are going to need to have iTunes available**

Build Failing:

  1. Did you ‘Trust’ your PC on the iOS device?
  2. Did you ‘Trust’ the device on your PC via iTunes?
  3. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  4. Do the Provisions and/or Certificate section have red x’s or green checks?
  5. Are you able to recreate this issue on a Blank Template Project?
  6. Create a Bug report on the Answerhub (See Creating a Bug Report below)

Not Deploying to the Device:

  1. Did you ‘Trust’ your PC on your iOS device?
  2. Did you Trust the device on your PC, via iTunes?
  3. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  4. Do the Provisions and/or Certificate section have red x’s or green checks?
  5. Are you able to recreate this issue on a Blank Template Project?
  6. If it is still occurring:
    • Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Crashing Once Deployed to the Device:

  1. Would you be able to replicate this issue on a blank template project?
    • If so, could you provide steps to reproduce the issue?
  2. Would you be able to provide the logs from the device? (See below for how to acquire the logs needed)
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Screen is Black, but Analogs are Showing:

  1. Have you built your lighting/lightmass?
  2. Make sure your Default/Startup Map is set correctly in ‘Project Settings’
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Dynamic Shadows not Rendering Properly:

  1. Change Directional light from ‘Stationary’ to ‘Movable’
  2. Character has ‘Cast Dynamic Shadow’ checked
  3. Have you built lighting?

Materials or Textures rendering Black or Splotchy

  1. What is the normal intensity of your material?
  2. Are the texture samples formatted correctly for mobile?
  3. Uncheck the ‘Allow Static Lighting for Normal Maps’ within the ‘Project Settings’

Mac

Android

Currently, Mac is unable to deploy to Android devices.

iOS

Build Failing:

  1. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  2. Do the Provisions and/or Certificate section have red x’s or green checks?
  3. Are you able to recreate this issue on a Blank Template Project?
  4. Create a Bug report on the Answerhub (See Creating a Bug Report below)

Not Deploying to the Device:

  1. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  2. Do the Provisions and/or Certificate section have red x’s or green checks?
  3. Are you able to recreate this issue on a Blank Template Project?
  4. Create a Bug report on the Answerhub (See Creating a Bug Report below)

Screen is Black, but Analogs are Showing:

  1. Have you built your lighting/lightmass?
  2. Make sure your Default/Startup Map is set correctly in ‘Project Settings’
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Dynamic Shadows not Rendering Properly:

  1. Change Directional light from ‘Stationary’ to ‘Movable’
  2. Character has ‘Cast Dynamic Shadow’ checked
  3. Have you built lighting?

Materials or Textures rendering Black or Splotchy

  1. What is the normal intensity of your material?
  2. Are the texture samples formatted correctly for mobile?
  3. Uncheck the ‘Allow Static Lighting for Normal Maps’ within the ‘Project Settings’

Linux

Android

iOS

Additional Information

Creating a Bug Report

  • Is the mobile device Android or iOS?
  • What is the exact device they are using and what version is that device on?
  • Would you be able to reproduce this issue on a Blank Template Project?
  • What version of the Engine are you using and is that version a binary or source build?
  • What engine version did you first see this error occurring?
  • Would you be able to reproduce this issue on a blank template project?
  • If there is a crash, would it be occurring when opening the application on the device of while packaging the project?
  • Be sure to include any build failed logs or any logs that may help to understand what may be occurring.
  • If the application is crashing on an Android device, include the Monitor Logs. (Need to add a link for how to obtain the monitor logs)

How to get logs off of an iOS device

Windows:

  • Open iPhonePackager (Engine/Binaries/DotNET/IOS)
  • Select a uproject file (Optional)
  • Select the Advance Tools tab
  • Select Other Deployment Tools…
  • Select Backup Documents…
  • Select the IPA for the game you wish to get a log for
  • The documents directory data will then be copied to Engine/Binaries/DotNET/IOS/IOS_Backups or GameDir/IOS_Backups if a uproject was selected
  • The log can then be found at IOS_Backups/Game/Saved/Logs

Mac:

  • Open Xcode (Install Xcode if you have not already)
  • Open Window|Devices
  • Select the device you want to get the log off of
  • Select the app you want to get the log from
  • Select the gear icon under the app list
  • Select Download Container
  • Select a location for the container file
  • Navigate to the file via Finder
  • Right click and select Show Package Contents
  • Navigate to the location of the log (AppData/Documents/Game/Saved/Logs/)