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12 replies

motorsepAuthor
Inspiring
June 24, 2016
@vrdaveb @artyom17 Is it something you ever experienced ?
Participant
June 24, 2016
We haven't seen that on our side, however I've got an S7 edge and I'll try to repro :)
motorsepAuthor
Inspiring
June 29, 2016
@rpalandri By chance, were you able to reproduce the crash ? 

Thanks
motorsepAuthor
Inspiring
July 20, 2016
@vrdaveb @artyom17 @rpalandri Just wondering if you were able to repro the issue and if there is any fix for that (besides not using masked materials)

Thanks
motorsepAuthor
Inspiring
July 22, 2016
It just occurred to me that we can't use Imposter Sprites until this issue is resolved :/
motorsepAuthor
Inspiring
July 27, 2016
Guys?! I am sure you are busy, but this is a critical issue  :o
motorsepAuthor
Inspiring
August 4, 2016
@vrdaveb @artyom17 @rpalandri Guys, I hate to sound like a broken record, but is this going anywhere ?
Inspiring
August 11, 2016
This appears to be a known Samsung driver bug related to its implementation of glFragCoord. See https://issues.unrealengine.com/issue/UE-31051. We and Epic haven't been able to reproduce it, but we are pinging Samsung to see what they can do. If you can provide an APK that consistently reproduces the issue, that may help.
motorsepAuthor
Inspiring
August 11, 2016
@vrdaveb

Thanks for the update. It sounds like an entirely different issue, since OP has material without Fresnel or WPO (although I don't know if he uses it on instances or not)

I can make .apk with the same material setup as in OP, but let me ping @aussieburger  ( @aussieburgerVR ) about his sample.

Quick question though - how do we pack .apk so that Oculus/Samsung can run it ? (do we need to check option in the Project Settings to remove OSIG )
Inspiring
August 11, 2016
> It sounds like an entirely different issue

Both of you were using masked materials that use glFragCoord and saw signal 11, right?

> how do we pack .apk so that Oculus/Samsung can run it

Don't worry about that, we can globally sign it once you send it over.