Unreal:Mobile Development Troubleshooting Guide
Mobile Development Troubleshooting Guide
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Contents
- 1 Additional Resources
- 2 Windows
- 2.1 Android
- 2.1.1 Build Failing:
- 2.1.2 Not Deploying to the Device
- 2.1.3 Crashing Once Deployed on the Device
- 2.1.4 Screen is Black, but Analogs are Showing
- 2.1.5 Dynamic Shadows are not Rendering Properly:
- 2.1.6 Materials not Showing Correctly:
- 2.1.7 Android Missing .so File
- 2.1.8 Touch Events Cause Crash
- 2.1.9 Load UAnimBlueprint Crash
- 2.1.10 Unimplemented OpenGL ES API
- 2.1.11 AutomationTool Unable to Run
- 2.1.12 Error Exporting to Android
- 2.1.13 Orientation Trouble
- 2.1.14 Launch Failure
- 2.1.15 Asus Transformer TF700T: Screen Garbled on Deploy
- 2.2 iOS
- 2.1 Android
- 3 Mac
- 4 Linux
- 5 Additional Information
Windows
Android
Build Failing:
- Be sure that you are using Visual Studio 2013
- Did you follow the SDK Documentation? (Found here)
- If not, Re-installation of SDK may be necessary?
- Did you download the correct Drivers for your device?
- Create a Bug Report on Answerhub
Not Deploying to the Device
- Is your Device Supported?
- Is the phone on Developer Mode?
- Do you have the correct Drivers installed? (Located in the Epic Games Device List graph)
- Create a Bug report on Answerhub
Crashing Once Deployed on the Device
- 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
- Create a Bug Report on Answerhub
Screen is Black, but Analogs are Showing
- Is your Device Supported??
- Create a Bug Report on Answerhub
Dynamic Shadows are not Rendering Properly:
- Is the Directional Light in the project set to Movable?
- Create a Bug Report on Answerhub
Materials not Showing Correctly:
- Materials for Mobile Platforms
- 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])
- Solution: Open Project Setting and in Platforms/Android/Build uncheck "Support x86"
- Search the Answerhub for similar issues.
- 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
- Solution: Issue was fixed in 4.6.1
- Search the Answerhub for similar issues.
- 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
- Solution: bDontLoadBlueprintOutsideEditor= false
- Search the Answerhub for similar issues.
- 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
- Solution: Galaxy S3 mini is not supported
- Search the Answerhub for similar issues.
- 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.
- Solution: http://www.youtube.com/watch?v=e9YApCIx18Q
- Search the Answerhub for similar issues.
- 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)
- Solution: Make sure nvpack is properly installed
- Search the Answerhub for similar issues.
- 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
- 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".
- Similar Answerhub issue.
- 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.)
- 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
- Search the Answerhub for similar issues.
- 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.
- Solution: Disabled Mobile HDR and Use Android DXT
- Search the Answerhub for similar issues.
- 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:
- Did you ‘Trust’ your PC on the iOS device?
- Did you ‘Trust’ the device on your PC via iTunes?
- Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
- Do the Provisions and/or Certificate section have red x’s or green checks?
- Are you able to recreate this issue on a Blank Template Project?
- Create a Bug report on the Answerhub (See Creating a Bug Report below)
Not Deploying to the Device:
- Did you ‘Trust’ your PC on your iOS device?
- Did you Trust the device on your PC, via iTunes?
- Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
- Do the Provisions and/or Certificate section have red x’s or green checks?
- Are you able to recreate this issue on a Blank Template Project?
- If it is still occurring:
- Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)
Crashing Once Deployed to the Device:
- Would you be able to replicate this issue on a blank template project?
- If so, could you provide steps to reproduce the issue?
- Would you be able to provide the logs from the device? (See below for how to acquire the logs needed)
- Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)
Screen is Black, but Analogs are Showing:
- Have you built your lighting/lightmass?
- Make sure your Default/Startup Map is set correctly in ‘Project Settings’
- Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)
Dynamic Shadows not Rendering Properly:
- Change Directional light from ‘Stationary’ to ‘Movable’
- Character has ‘Cast Dynamic Shadow’ checked
- Have you built lighting?
Materials or Textures rendering Black or Splotchy
- What is the normal intensity of your material?
- Are the texture samples formatted correctly for mobile?
- 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:
- Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
- Do the Provisions and/or Certificate section have red x’s or green checks?
- Are you able to recreate this issue on a Blank Template Project?
- Create a Bug report on the Answerhub (See Creating a Bug Report below)
Not Deploying to the Device:
- Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
- Do the Provisions and/or Certificate section have red x’s or green checks?
- Are you able to recreate this issue on a Blank Template Project?
- Create a Bug report on the Answerhub (See Creating a Bug Report below)
Screen is Black, but Analogs are Showing:
- Have you built your lighting/lightmass?
- Make sure your Default/Startup Map is set correctly in ‘Project Settings’
- Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)
Dynamic Shadows not Rendering Properly:
- Change Directional light from ‘Stationary’ to ‘Movable’
- Character has ‘Cast Dynamic Shadow’ checked
- Have you built lighting?
Materials or Textures rendering Black or Splotchy
- What is the normal intensity of your material?
- Are the texture samples formatted correctly for mobile?
- 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/)