A licensee reported that using the Consolas font on Android will cause the game to crash. I've narrowed it down to only occurring in the Android 24 SDK and on the ASTC configuration. Using Android(All) does not exhibit the issue. The crash logs can be found attached below.
03-29 14:23:18.841: D/UE4(11578): Assertion failed: InResources[i] [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLUniformBuffer.cpp] [Line: 500] 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...) 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FOpenGLDynamicRHI::RHICreateUniformBuffer(void const*, FRHIUniformBufferLayout const&, EUniformBufferUsage) 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FUniformExpressionSet::CreateUniformBuffer(FMaterialRenderContext const&, FRHICommandList*, FLocalUniformBuffer*) const 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FMaterialRenderProxy::EvaluateUniformExpressions(FUniformExpressionCache&, FMaterialRenderContext const&, FRHICommandList*) const 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FMaterialRenderProxy::CacheUniformExpressions() 03-29 14:23:18.841: D/UE4(11578): libUE4.so![Unknown]() 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FNamedTaskThread::ProcessTasksUntilQuit(int) 03-29 14:23:18.841: D/UE4(11578): libUE4.so!RenderingThreadMain(FEvent*) 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FRenderingThread::Run() 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FRunnableThreadPThread::Run() 03-29 14:23:18.841: D/UE4(11578): libUE4.so!FRunnableThreadPThread::_ThreadProc(void*) 03-29 14:23:18.841: D/UE4(11578): libc.so![Unknown]() 03-29 14:23:18.841: D/UE4(11578): libc.so![Unknown]()
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43464 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.14, 4.15, 4.16 |
Target Fix | 4.16 |
Fix Commit | 3378264 |
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Main Commit | 3383473 |
Created | Mar 29, 2017 |
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Resolved | Apr 4, 2017 |
Updated | Sep 16, 2019 |