Skip to main content
Inspiring
February 15, 2019

[GO] UE 4.21.2 + 1.34 app instantly closes after launch

I moved from UE 4.21.1 + 1.32 to UE 4.21.2 + 1.34. Everything works fine when using UE 4.21.1.

First there were issues with Audio SDK which prevented UE4 from even packaging the project. Oculus fixed that in timely fashion, which I am grateful for.

Now it's this:

02-14 18:14:00.750  3546  3563 D UE4     : Fatal error: [File:E:\UE4Source\UE-oculus-4212-release-1340\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformProcess.cpp] [Line: 45] 
02-14 18:14:00.750  3546  3563 D UE4     : FPlatformProcess::GetDllExport not implemented on this platform
02-14 18:14:00.750  3546  3563 D UE4     : Assertion failed:  [File:E:\UE4Source\UE-oculus-4212-release-1340\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformProcess.cpp] [Line: 45] 
02-14 18:14:00.750  3546  3563 D UE4     : FPlatformProcess::GetDllExport not implemented on this platform
02-14 18:14:00.750  3546  3563 D UE4     : LogAndroid: Error: === Critical error: ===

Basically as soon as I launch my app on Go, it goes into black screen and instantly shuts down.

Has anyone experienced such issue ? 


    This topic has been closed for replies.

    16 replies

    motorsepAuthor
    Inspiring
    February 15, 2019
    @NinjaGaijin ^^ I submitted a bug report for that last night  :)
    motorsepAuthor
    Inspiring
    February 15, 2019
    I wonder if no one even using 4.21.2 + 1.34 currently :/
    Up and Coming
    February 15, 2019

    motorsep said:

    I wonder if no one even using 4.21.2 + 1.34 currently :/


    I'm not, will be soon though once I finish all of the updates for my current game. 

    I'm of the mindset to not transfer projects to newer versions of ue4. I know you CAN, but all I ever see are problems lol. Is there no reason you can't just finish it in 4.21.1? My current game is still using 4.16 lol, everything would stop working if i tried it in 4.21 
    motorsepAuthor
    Inspiring
    February 15, 2019

    iansharar said:


    motorsep said:

    I wonder if no one even using 4.21.2 + 1.34 currently :/


    I'm not, will be soon though once I finish all of the updates for my current game. 

    I'm of the mindset to not transfer projects to newer versions of ue4. I know you CAN, but all I ever see are problems lol. Is there no reason you can't just finish it in 4.21.1? My current game is still using 4.16 lol, everything would stop working if i tried it in 4.21 


    That's actually a mistake, since UE4 keeps making things better for VR with every release. On top of that if no one tests newer version, Oculus/Epic will not know about bugs. That's actually the case with mobile VR and UE4 - only a few people use UE4 for mobile VR and even less people report bugs. Thus we have lingering bugs in the engine related to mobile VR.

    Also, if you are on 4.16, you are lacking a ton of performance and functionality improvements, especially in Audio/Platform departments.

    My project is still in the very early stages where I can afford to update to most recent version.
    Up and Coming
    February 15, 2019

    motorsep said:


    iansharar said:


    motorsep said:

    I wonder if no one even using 4.21.2 + 1.34 currently :/


    I'm not, will be soon though once I finish all of the updates for my current game. 

    I'm of the mindset to not transfer projects to newer versions of ue4. I know you CAN, but all I ever see are problems lol. Is there no reason you can't just finish it in 4.21.1? My current game is still using 4.16 lol, everything would stop working if i tried it in 4.21 


    That's actually a mistake, since UE4 keeps making things better for VR with every release. On top of that if no one tests newer version, Oculus/Epic will not know about bugs. That's actually the case with mobile VR and UE4 - only a few people use UE4 for mobile VR and even less people report bugs. Thus we have lingering bugs in the engine related to mobile VR.

    Also, if you are on 4.16, you are lacking a ton of performance and functionality improvements, especially in Audio/Platform departments.

    My project is still in the very early stages where I can afford to update to most recent version.


    If I was a better programmer or had the time, I'd agree with you. I'm a one man team that does this in my free time.  For me, the best option is to not mess with it. I don't have the time to fix half of my code lol. a large part of that stems from using plugins that wouldnt transfer well. Besides, at this point, I'm almost done. by the end of the month I'll be using the newest versions with you! 
    Inspiring
    February 15, 2019
    @motorsep, I'm using ue 4.21.2 plus 1.34. From the Oculus distribution  but only with Rift.
    Sometime I don't now why my game is crashing also without warning even if the build was good.
    When this is happening I delete all the files in my project and keep only:
    Config
    Source
    Content
    Plugin
    xx.upropject
     Re-generate VS project file and rebuild all.

    motorsepAuthor
    Inspiring
    February 18, 2019
    @Neontop

    You wouldn't have any issues with Rift, because it builds DLL for Windows. In my case, it also builds DLL for Android, which isn't how it works. I think it's still issue with new Audio SDK.
    Inspiring
    February 18, 2019
    I tried recently the template of @beaulima9933 v5.1 with the Oculus dis ue 4.21.2 and I have to flag false the Oculus Audio plugin has it crash the template on launch. 
    Good luck.

    motorsepAuthor
    Inspiring
    February 18, 2019

    Neontop said:

    I tried recently the template of @beaulima9933 v5.1 with the Oculus dis ue 4.21.2 and I have to flag false the Oculus Audio plugin has it crash the template on launch. 
    Good luck.



    Well, that defeats the purpose of using the new build of UE4 - I'd like to have 1.34 Audio SDK with new occlusions and stuff.
    Participant
    February 18, 2019
    Check in Project Settings 
    - Go to bottom end  - OculusVR and Launch Utilities - Select Mobile and Click on all the suggestions like android config..etc
    - Make sure your android sdk is Android 21, higher version not supported. 
    - Uncheck the "Use Gradle instead of Ant", Gradle builds on the higher android version.
    - Textures format is ASTC, I think you already know this.
    Try these and let me know.