After transitioning to 4.8 from 4.7.3 we are experiencing a problem with our projects on Android. Apparently there is a problem with proper installation on the device. A project which takes about 500mb in development version on IOS, installs only 122mb of data on Android devices, so it crashes on launch.
I tried both launch button and packaging from editor or command line, then installing. I also tried both compressed and uncompressed versions. What's interesting i created template project, which runs fine, and after installing it has the same size as our project on the device.
Tested on Motorola Moto E 2nd gen, Acer Iconia Tab 8 and Nexus 7, everywhere the same result.
I'm attaching crash logs for both compressed and uncompressed versions. They are mostly similar, but compressed version shows some interesting lines about corrupt assets, which seems relevant.
In your logs I'm seeing references to two different (but possibly related) issues. Luckily they are both known and reported, and I'm going to include both here for reference in case you're actually seeing both, they are UE-17532 and UE-16970. I will update this thread when I have more information regarding either issue.
Any update on those issues? The problem persists in 4.8.2.
UE-16970 was included in the 4.8.2 hotfix, so we can at least exclude that from the issues you're seeing. UE-17532 unfortunately was not. Can you include a new set of crash logs from the engine update?
Including a log from Nexus 6. Size of the build is the same as before, so it looks like there is no content.
UE4 does not actually support interstitial ads for mobile at this point, were you following the workaround instructions thread here for putting interstitial ads into your project? If so, can you remove that code and see if you get the same crash? If you do crash can you add new logs?
It's my own implementation of interstitial ads, which worked without a problem in 4.7. I'll check that tomorrow, but this seems unlikely. Also i suspect the problem lies in the install/deploy mechanics. The app size is 122 mb on the device, while it should be around 500-600 mb.
So i found out several things, which helped me run the project on Android.
What threw me off, was the fact, that app is 122mb. Turns out, that for some reason Unreal apps just show this size on Android, regardless of an actual size. You have to check difference in actual memory usage, and it lists all data above this 122mb in miscellaneous category. Apps were showing correct size on 4.7.
I'm still narrowing down reasons for crashes, because i turned off several systems at once, but i'm fairly sure it was either connecting to google play services or shop. Advertising worked without a problem. I'll post a final update when i find out what happened.
Hey, after checking all systems i found out, that attempting to connect to Google Play without having it properly configured caused the crash this time. The earlier compression/asset problems were fixed.
Sorry for the confusion and thanks for the help.
excellent, glad you got it sussed. Good luck out there!