Our game won't get past loading screen in Quest
Hi Guys. For the last few days I've not been able to get our game to launch natively in VR in the Quest and I'm wondering what types of topics I should be looking into. I can build in Unreal 4.27.2 Meta Fork v57, and it was all working last Wednesday lunchtime. I can upload the APK successfully to the Quest 2 and 3, and both fail to get past the initial loading screen and return to the main Quest menu/lobby. I have tried going back in Gitlab/GitHub to the last day it worked with a dedicated branch and I did manage to get one successful build to launch in the Quest, but unfortunately I am not really sure which setting made it work and when I try to reproduce it again it fails. The last setting I changed was moving it from 'Shipping' to 'Development' so I thought it was that, but it appears not. Since then I've been trying Git branches from different days with various settings I know I played with when it did work, and haven't had any luck. I'm now trying to see if I get a Vanilla VR Template from Epic to build, and having trouble getting it to copy the APK to the headset (fails with the red bar in HUB) but that's never surprising as any initial project setup always takes some noodling to get it to work. The upgrade to Meta Fork 4.27.2 v57 was fairly recent but it has been working for a couple of weeks. The only other change was integrating FMOD into our pipeline and that we got working as well for a couple of days. I've looked into that, but it's hard to eliminate it as a related issue. Any clues would be appreciated. Thank you.1KViews0likes1Commentovr_IAP_LaunchCheckoutFlow Dialog Immediately Closes
When calling ovr_IAP_LaunchCheckoutFlow, a popup will appear showing three white dots and then immediately closes. No error messages and the purchase does not return as being cancelled. I can see in the android logcat an IAP API call that includes the SKU and I couldn't identify any IAP errors. I used the 4.27 Launcher and Oculus build of UE4 and both have the same issue. UE 4.27 (Launcher/Oculus Build) AppLab void UIAPSubsystem::AttemptPurchase(FString sku) { const char* skuString = TCHAR_TO_ANSI(*sku); Oculus->AddRequestDelegate(ovr_IAP_LaunchCheckoutFlow(skuString), FOculusMessageOnCompleteDelegate::CreateLambda([=](ovrMessageHandle messageHandle, bool bIsError) { ovrMessageType type = ovr_Message_GetType(messageHandle); const char* ovrMessageTypeString = ovrMessageType_ToString(type); if(bIsError) { ovrErrorHandle errorHandle = ovr_Message_GetError(messageHandle); const char* errorMessage = ovr_Error_GetMessage(errorHandle); OnPurchaseAttemptComplete.Broadcast( true, FString(ovrMessageTypeString) + "\n" + FString(errorMessage), false); return; } bool bIsError2 = ovr_Message_IsError(messageHandle); if(bIsError2) { ovrErrorHandle errorHandle = ovr_Message_GetError(messageHandle); const char* errorMessage = ovr_Error_GetMessage(errorHandle); OnPurchaseAttemptComplete.Broadcast( true, FString(ovrMessageTypeString) + "\n" + FString(errorMessage), false); return; } const ovrPurchaseHandle purchaseHandle = ovr_Message_GetPurchase(messageHandle); const bool bPurchaseCanceled = !purchaseHandle; if(bPurchaseCanceled) { OnPurchaseAttemptComplete.Broadcast( false, FString::Printf(TEXT("%s\nPurchase Canceled"), *FString(ovrMessageTypeString)), true); } else { OnPurchaseAttemptComplete.Broadcast(false, FString(TEXT("success")), false); } }) ); } // Replaced company title with COMPANY // Replaced app title with APP // Replaced sku name with SKUTITLE // Replaced app id with 1234567891234567 06-05 14:57:43.459 2021 2021 D [SEO] NavigationRouter: systemUxRouteString = systemux://launch_iap 06-05 14:57:43.459 2021 2021 D [SEO] NavigationRouter: systemUXRoute = LAUNCH_IAP(systemux://launch_iap) 06-05 14:57:43.459 2021 2021 D [SEO] NavigationRouter: shouldLaunchAsOverlay 06-05 14:57:43.459 2021 2021 D [SEO] NavigationRouter: shouldLaunchAsOverlay == true 06-05 14:57:43.461 2183 2183 I [OAO] ShellOverlayService: onStartCommand(): Intent { act=com.oculus.vrshell.intent.action.LAUNCH cat=[android.intent.category.LAUNCHER] dat=systemux://launch_iap flg=0x10000010 pkg=com.oculus.vrshell cmp=com.oculus.vrshell/.ShellOverlayService (has extras) } 06-05 14:57:43.462 2183 2183 I [OAO] ShellOverlayServiceJNI: NativeWake 06-05 14:57:43.462 2183 2183 I [OAO] ShellOverlayMain: WakeVrThread 06-05 14:57:43.462 2183 2183 I [OAO] ShellOverlayMain: WakeVrThread - notifying vr thread 06-05 14:57:43.462 2183 2606 I [OAO] ShellOverlayApp: VrThread woke up 06-05 14:57:43.462 2183 2606 I [OAO] ShellOverlayApp: 0x720b9fc360 msg: broadcastIntent: 06-05 14:57:43.462 2183 2606 I [OAO] ShellOverlayApp: ProcessMessage_Broadcast: com.oculus.vrshell.intent.action.LAUNCH 06-05 14:57:43.462 2183 2606 I [OAO] ShellOverlayApp: Handling Pending Launch from Intent - target=systemux://launch_iap, launchingComponent=com.oculus.vrshell.intent.action.LAUNCH 06-05 14:57:43.463 2183 2606 I [OAO] PanelAppLaunchInfo: PanelAppLaunchInfo componentString:com.oculus.store/com.oculus.store.IAPService packageName:com.oculus.store serviceName:com.oculus.store.IAPService componentName:com.oculus.store/com.oculus.store.IAPService 06-05 14:57:43.463 2183 2606 I [OAO] HostPlatform: Retrieving component launch information for package (com.oculus.store) and service (com.oculus.store.IAPService) 06-05 14:57:43.468 2183 2606 I [OAO] PanelAppConfigurationUtil: Sending Android activity token to component com.oculus.store/com.oculus.store.IAPService:false 06-05 14:57:43.470 2183 2606 I [OAO] HostPlatform: Is valid panel service component for package (com.oculus.store) and servi 06-05 14:57:43.481 2183 2606 I [OAO] LaunchController: System UX, targetComponent = systemux://launch_iap, uri = /iap/1234567891234567/SKUTitle/?platform_request_id=29&component_name_flatten=com.COMPANY.APP%2Fcom.epicgames.ue4.GameActivity, returnComponent = com.COMPANY.APP 06-05 14:57:43.481 2183 2606 I [OAO] PanelAppLaunchInfo: PanelAppLaunchInfo componentString:com.oculus.store/com.oculus.store.IAPService packageName:com.oculus.store serviceName:com.oculus.store.IAPService componentName:com.oculus.store/com.oculus.store.IAPService 06-05 14:57:43.481 2183 2606 I [OAO] HostPlatform: Retrieving component launch information for package (com.oculus.store) and service (com.oculus.store.IAPService) 06-05 14:57:43.481 2183 2606 I [OAO] HostPlatform: Is valid panel service component for package (com.oculus.store) and service (com.oculus.store.IAPService) - true 06-05 14:57:43.481 2183 2606 I [OAO] LaunchController: Registering Pending Launch of type ShellApplication with com.oculus.store/com.oculus.store.IAPService, overwriting existing launch false, of type None. 06-05 14:57:43.482 2183 2606 I [OAO] LaunchController: Building launch checks for com.oculus.store, activity or service: com.oculus.store.IAPService, primary active package: (com.COMPANY.APP) 06-05 14:57:43.509 2183 2606 D [OAO] HostPlatformPackages: app.isMvanLaunchRestricted in HostPlatformPackages false 06-05 14:57:43.509 2183 2606 D [OAO] HostPlatformPackages: packageName (trying to launch): com.oculus.store 06-05 14:57:43.514 759 1098 E PreferencesService: com.oculus.vrshell, anchor_persistence_cloud_anchor_service_enabled: get denied due to wrong type, check app's method of call or key type definition 06-05 14:57:43.514 2183 2606 E PreferencesManager: Caught exception: PreferencesService getInteger with key: anchor_persistence_cloud_anchor_service_enabled 06-05 14:57:43.516 2183 2606 I [OAO] LaunchController: BuildPauseLaunchCheck: true, false, false 06-05 14:57:43.517 2183 2606 I [OAO] LaunchController: Finished building launch checks for com.oculus.store 06-05 14:57:43.517 2183 2606 I [OAO] LaunchController: LaunchController::Launch pending type ShellApplication, pending details com.oculus.store/com.oculus.store.IAPService, launch type ShellApplication, launch details com.oculus.store/com.oculus.store.IAPService 06-05 14:57:43.517 2183 2606 I [OAO] PanelAppLaunchInfo: PanelAppLaunchInfo componentString:com.oculus.store/com.oculus.store.IAPService packageName:com.oculus.store serviceName:com.oculus.store.IAPService componentName:com.oculus.store/com.oculus.store.IAPService 06-05 14:57:43.517 2183 2606 I [OAO] HostPlatform: Retrieving component launch information for package (com.oculus.store) and service (com.oculus.store.IAPService) 06-05 14:57:43.517 2183 2606 I [OAO] HostPlatform: Is valid panel service component for package (com.oculus.store) and service (com.oculus.store.IAPService) - true 06-05 14:57:43.517 2183 2606 I [OAO] DesktopPanelController: LaunchOrRestore( com.oculus.store/com.oculus.store.IAPService ) with launchAsNew=0, sourcePanelId=0, launchTarget=Default, targetMonitor=-1, launchingComponent=com.oculus.vrshell.intent.action.LAUNCH 06-05 14:57:43.517 2183 2606 I [OAO] DesktopPanelControllerHelper: Validating activation 06-05 14:57:43.517 2183 2606 I [OAO] DesktopPanelControllerHelper: Resolving launch target 06-05 14:57:43.517 2183 2606 I [OAO] PanelAppsManager: ActivatePanelApp for component com.oculus.store/com.oculus.store.IAPService. New instance requested: 0 06-05 14:57:43.517 2183 2606 I [OAO] PanelAppsManager: Found 0 existing instances 06-05 14:57:43.517 2183 2606 I [OAO] PanelAppsManager: launching new instance of com.oculus.store/com.oculus.store.IAPService 06-05 14:57:43.517 2183 2606 I [OAO] ShellFrameHelpers: CreatePanelApp( com.oculus.store/com.oculus.store.IAPService ) 06-05 14:57:43.517 2183 2606 I [OAO] ShellFrameHelpers: Environment: 06-05 14:57:43.517 2183 2606 I [OAO] ShellFrameHelpers: uri = /iap/1234567891234567/SKUTitle/?platform_request_id=29&component_name_flatten=com.COMPANY.APP%2Fcom.epicgames.ue4.GameActivity 06-05 14:57:43.517 2183 2606 I [OAO] PanelAppHost: PanelAppHost constructor, panel 5 (com.oculus.store/com.oculus.store.IAPService) 06-05 14:57:43.518 2183 2606 I [OAO] PanelAppHost: Panel app 5 (com.oculus.store/com.oculus.store.IAPService) changing state from startup to foreground 06-05 14:57:43.518 2183 2606 I [OAO] TelemetryProvider: This is the app that is being launched com.oculus.store 06-05 14:57:43.518 2183 2606 I [OAO] TelemetryProvider: is_requested_by_immersive_app false 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var uri = /iap/1234567891234567/SKUTitle/?platform_request_id=29&component_name_flatten=com.COMPANY.APP%2Fcom.epicgames.ue4.GameActivity 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_analytics_session_id = 10b5baf4-1a5a-45e9-ab91-02eea55a7fd5 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_userid = 101169748460752 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_version_name = 53.0.0.137.132 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_version_code = 472990674 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_automation_enabled = false 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_view_id_debugging_enabled = false 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_pixel_density = 20 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_render_scale = 1.250000 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_ux_policy = {"panelBackgroundLayerOriginDepths":{"far":0.2,"mid":0.1,"near":0.015}} 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_panel_session_id = 10b5baf4-1a5a-45e9-ab91-02eea55a7fd5-5 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_valid_panel_session_ids = ["10b5baf4-1a5a-45e9-ab91-02eea55a7fd5-5"] 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_back_navigation_enabled = false 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_feature_sets = appmenu-v1,appmenu-v2,cooperativeState-v2,destinationUi-v2,dragDrop-v1,dragToDesktop-v1,layerClipping-v1,layerClipping-v2,layerOptions-v1,layerParent-v1,layerTranslate-v1,multiapp-v1,multiapp-v2,multiapp-v3,multitasking-v1,shellPanelAdaptability-v1,systemActionBackgroundPanels-v1,systemThemeSetting-v1,system-reauth-v1,system-ux-file-picker-v1,systemThemeSetting-v2,vrNotificationsBootLoad-v1,controlBar-v1,copresence-v1,copresenceVersion-v1,vrLibraryAppLock-v1,contextualModality-v1 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_launch_timestamp = 614543 06-05 14:57:43.525 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_host = minimal_overlay 06-05 14:57:43.526 2183 2606 I [OAO] PanelAppHost: Passing env var _oc_shell_panel_id = 5 06-05 14:57:43.526 2183 2606 I [OAO] PanelAppHost: Calling sendPanelLaunchIntent for panel app 5 (com.oculus.store/com.oculus.store.IAPService) 06-05 14:57:43.526 2183 2606 D [OAO] ShellApplication: sendApkPanelLaunchIntent: packageName=com.oculus.store, serviceClassName=com.oculus.store.IAPService 06-05 14:57:43.527 2183 2606 D [OAO] PanelAppConnection: getSystemProcessUidForCurrentUser: 'android' systemUid = 1000 06-05 14:57:43.527 2183 2606 D [OAO] ShellApplication: bindService Intent { cmp=com.oculus.store/.IAPService } 06-05 14:57:43.529 1102 1127 D CompatibilityChangeReporter: Compat change id reported: 135634846; UID 10051; state: DISABLED 06-05 14:57:43.529 1102 1127 D CompatibilityChangeReporter: Compat change id reported: 177438394; UID 10051; state: DISABLED 06-05 14:57:43.529 1102 1127 D CompatibilityChangeReporter: Compat change id reported: 135772972; UID 10051; state: DISABLED 06-05 14:57:43.529 1102 1127 D CompatibilityChangeReporter: Compat change id reported: 135754954; UID 10051; state: DISABLED 06-05 14:57:43.529 1102 1164 D CompatibilityChangeReporter: Compat change id reported: 143937733; UID 10051; state: DISABLED 06-05 14:57:43.529 2183 2606 D [OAO] ShellApplication: notify OS to set com.oculus.store/com.oculus.store.IAPService to FOREGROUND 06-05 14:57:43.535 2183 2606 I [OAO] PanelAppsManager: LastOpenedPanels: Inserting panel 5 to monitor -1 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelControllerHelper: Resolving panel apps for activation 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelControllerHelper: Resolved 1 panel apps for Launch activation 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelController: Checking whether desktop switch is necessary with current desktop Multi-app for activation of app com.oculus.store/com.oculus.store.IAPService 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelController: Checking whether we need to switch desktops for Launch activation 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelController: Initial cooperative state for app com.oculus.store/com.oculus.store.IAPService with uri /iap/1234567891234567/SKUTitle/?platform_request_id=29&component_name_flatten=com.COMPANY.APP%2Fcom.epicgames.ue4.GameActivity is immersive 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelController: Selecting desktop Exclusive for activation 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelController: CooperativeState transit from shell state cooperative to immersive 06-05 14:57:43.535 2183 2606 I [OAO] DesktopPanelController: Switching desktop from Multi-app to Exclusive now. Backgrounding previous desktop on next frame 06-05 14:57:43.535 2183 2606 I [OAO] VrShellDesktopBase: DesktopType transit from desktop Multi-app to Exclusive, under shell state immersive with shouldTransitionFocusedApp:02.5KViews1like5CommentsUnexpected Editor Crash (4.27.2) With OpenXR
Hello World! I am working with the Quest 2 and recently I am seeing this error in my Unreal projects. This triggers every alternate time I play (VR Preview) from Unreal Editor. Seems to be something related to the OpenXR Stereo rendering device. Has anyone also recently spotted this or knows how to solve it? ?1.1KViews1like1CommentOn Quest builds (from Unreal 4.27.2) the hands sometimes don't initialize
Hi, Wondering if anyone has an idea of why (since a firmware update a few months ago) the touch controllers sometimes don't initialize properly on startup. They motion controllers components just track to 0,0,0. The issue can be recovered if the user presses the oculus button and returns to the app, but so far we don't have a software solution to reinitialize them. DR797Views0likes1CommentEnding development for UE4 is a huge mistake.
The branch of UE4 is being abandoned with a series of bugs that were never fixed, bugs that break the proper functioning of the engine. UE5 is clearly aimed at new generation consoles, the performance loss on mobile devices is huge, mainly due to the lack of features such as software occlusion. The lack of fixes and the implementation of new features in UE4 coupled with the loss of performance in UE5 may doom the development of quality Unreal apps for the Quest platform. I opened an issue reporting this: https://github.com/Oculus-VR/UnrealEngine/issues/300 According to Jay from Meta they are discussing about the possibility to release another version of UE4 4.27.2 with fixes. It is important that you as a developer take this opportunity to report the issues you are experiencing with the current UE4 version, as well as suggest improvements. So at least we will have a more reasonable last version to finish our projects...1.4KViews3likes1CommentOculus Lip Sync plugin for UE5 Installation not working
Good Day, I downloaded the "Oculus Lipsync plugin" and followed the instructions given in the document. As per the documentation, I copied the the "OVRLipsync" to "UE4.27-Engine-Plugins" and also into "UE5.1-Engine-Plugins". But when I open a project in both the versions, The plugin is throwing an error saying the plugin is compiled for different version. I also tried to copy the plugin directly to the project folder, Still same error. Please sort the issue for me, Thanks,2.9KViews1like4CommentsUE4 OculusSceneActor Mixed Reality walls scale issue
I was trying to expand the wall and found an issue with the scale. Somehow, it is also able to affect the plane orientation. When I attach any 3d asset on the wall, it causes the geometry of my asset go berserk. To fix this, I had to create a new plane actor at origin and apply the original scale to get the dimension. Then, using the "GetComponentBounds", I recalculate the scale. With this new fixed scale, I can create my new wall. Also, I had to call "ClearScene" on "OculusSceneActor " after building my custom walls because Quest performance is tanking if I left it on.943Views0likes0Comments[Shipping] Unable to export user data to a folder visible to the user
I am developing a music making software for Quest2 I would like to export the music created by the user as wav, but I am having trouble exporting it to a folder that is only visible in the shipping build. If there is a better way to do this, please let me know. In the development build, wavs are exported to the following folder. /sdcard/Android/data/(Package Name)/files/UE4Game/(app_name)/Wav (For example, is there any other way than modifying the UE engine to export to the MUSIC folder?)958Views0likes0CommentsFirst Project using Oculus Quest 2 and VR Preview Disabled / Greyed Out in Unreal Engien 4.27.2
Hey guys, [This is my first post here, so please forgive me if this may not follow the standard question format]. I am trying to create my first VR project in UE4.27.2. Following this tutorial from the official Unreal site: https://learn.unrealengine.com/course/3746895/module/7254733?moduletoken=UHxxnDLPW8S0sGXTcVzwHH7SEeki9--1k06HHu-q6dp8Guzz62HVmzm9aDcqJXnT&LPId=0 But, sadly my preview VR option is disabled (screenshot attached). General background: MacBook Pro (16-inch, 2019) Processor 2.6 GHz 6-Core Intel Core i7 Memory 16 GB 2667 MHz DDR4 Graphics Card AMD Radeon Pro 5300M 4 GB4.8KViews0likes5CommentsUnreal game launching Assertion failed: AsyncLoadingThread crash
Hello, After a while of not building my game for Quest 2 Standalone, I am back to get that version ready. I managed to compile the code and to package without failing. But when the game launches to the Quest 2, the game instantly crashes back to the main hub. This is the error I get on the Output Log, which is not much to know what is going on, or who is the culprit. LogPlayLevel: 05-18 09:34:57.699 5979 6009 D UE4 : [2022.05.18-14.34.57:699][ 0]LogInit: Texture streaming: Enabled LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Started Connection to '127.0.0.1:56709' LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Discovered node '3D9595EF4C50F82740AFF3AED2CEE6B5' on connection '127.0.0.1:56709'... LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: === Critical error: === LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: << callstack too long >> LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: 05-18 09:34:58.484 5979 6009 D UE4 : [2022.05.18-14.34.58:484][ 0]LogExit: Executing StaticShutdownAfterError LogPlayLevel: 05-18 09:34:58.487 5979 6009 D UE4 : [2022.05.18-14.34.58:487][ 0]LogAndroid: FAndroidMisc::RequestExit(1) LogPlayLevel: Took 0.6029501s to run adb.exe, ExitCode=0 Any ideas on how I could start to look into why my game is crashing? I feel like I have no tools to know what is going on. What I've tried so far is to remove as many maps I can to see if reducing drawcalls, triangles, and texture helps. but no success yet.Solved19KViews0likes4Comments