Help! I am getting gradle error: ERROR: cmd.exe failed with args /c "C:\Users\User\Documents\Unreal Projects\gaga\Intermediate/Android/APK\gradle ungradle.bat" :app:assembleDebug Running on 4.21 nvpack installed. Anybody has that error?
Is this possible to do a megascan environment and then package it for Android? I keep getting errors saying file is too large despite following many guides saying change certain settings, which did not work.
I'm using unreal engine.....I make android game but after packaging, the graphic on my android look so low quality and bad.... why ??? Did i miss something in setting ??? Help 😰
You might want to try running a console command via a node and using "r.MobileContentScaleFactor 0" . that should set it to native resolution. I believe mobile defaults to something like 1280x720. If it doesn't work I would recommend posting over in the Unreal Engine AnswerHub, a lot more people with better in depth knowledge of mobile graphics there.
When I launch the game directly in the connected mobile, it says at the end of the debug log, that the install was cancelled by the user. This is the first problem. The second one is that when I package the project and send the obb and install files to the mobile, after it installs the game, when I open the game it appears an error "Google Play key and obb files couldnt be found". I have been searching many tutorials and the unique thing I found is to unzip the obb file into obb folder on android. I did it and the error continues. Please, I need some help.
PLEASE HELP! I've been at this for days and cant get it to work. Im using 4.26. I followed the guide on the Unreal Documentation as well as a few youtube tutorials and nothing works. Unreal still refuses to recognize my phone. What am I doing wrong? Could you please make a step by step tutorial on this? Thanks
@@Okaricraft Thanks for the reply. I got it to recognize my phone but now the game wont play. It just stays on the Unreal splash screen. What am I missing now?
I would recommend doublechecking a couple of the project settings, like Maps & Modes > and make sure you have a Game Default Map set. it sounds like the game is loading up but might not know what to do.
Hi! What kind of information were you looking for in a 'full course'? General mobile development is a huge topic and wanders into general optimization practices at times. There are a number of great tutorial series and documentation out there I might be able to point you towards.
@@Okaricraft Hi, I'm developing my first mobile racing game and I would really appreciate your answer on this . I only have some 3d modelling experience using zmodeler and c4d but barely any texturing knowledge ( I have a hard time with texture/object baking in c4d, my model becomes all glitchy looking with weird shading, even though all my normals are facing the right way and I run "point optimization") . While I'm still learning, I found datasmith plugin. It seems like a lifesaver, I can import anything into UE4 and make it look exactly the same as in c4d with materials and all. It's a lot less complicated than trying to use .fbx files. But is it a good practice for a mobile game ? For example if I import a car model with materials via datasmith is it the same as importing an fbx file and then importing baked textures separately? What about performance? I'm really lost. Any good tutorials on such topics you could share?
Unfortunately I'm not familiar with the datasmith plugin, so I can't speak to any good tutorial recommendations. As far as using it vs an FBX, while I can't imagine there is much difference I cannot say for certain.
Thanks! More mobile and unreal guids plz!
Help! I am getting gradle error:
ERROR: cmd.exe failed with args /c "C:\Users\User\Documents\Unreal Projects\gaga\Intermediate/Android/APK\gradle
ungradle.bat" :app:assembleDebug
Running on 4.21 nvpack installed. Anybody has that error?
Is this possible to do a megascan environment and then package it for Android? I keep getting errors saying file is too large despite following many guides saying change certain settings, which did not work.
I'm using unreal engine.....I make android game but after packaging, the graphic on my android look so low quality and bad.... why ??? Did i miss something in setting ??? Help 😰
4.26 How to export game to mobile...tell me step by step bro
You might want to try running a console command via a node and using "r.MobileContentScaleFactor 0" . that should set it to native resolution. I believe mobile defaults to something like 1280x720. If it doesn't work I would recommend posting over in the Unreal Engine AnswerHub, a lot more people with better in depth knowledge of mobile graphics there.
DUUUDE thank you!
When I launch the game directly in the connected mobile, it says at the end of the debug log, that the install was cancelled by the user. This is the first problem.
The second one is that when I package the project and send the obb and install files to the mobile, after it installs the game, when I open the game it appears an error "Google Play key and obb files couldnt be found".
I have been searching many tutorials and the unique thing I found is to unzip the obb file into obb folder on android. I did it and the error continues.
Please, I need some help.
Hello sir
Im getting (couldn't resolve host name) error plz help (libcurl error)
Its work on 4.26??
this is kinda universal 🙂
would work with even unity
PLEASE HELP! I've been at this for days and cant get it to work. Im using 4.26. I followed the guide on the Unreal Documentation as well as a few youtube tutorials and nothing works. Unreal still refuses to recognize my phone. What am I doing wrong? Could you please make a step by step tutorial on this? Thanks
Can you be a bit more specific as to what its doing or not doing? It has been a while since I've done any mobile setup stuff for my phone.
@@Okaricraft Thanks for the reply. I got it to recognize my phone but now the game wont play. It just stays on the Unreal splash screen. What am I missing now?
I would recommend doublechecking a couple of the project settings, like Maps & Modes > and make sure you have a Game Default Map set. it sounds like the game is loading up but might not know what to do.
compatible Radeon ?
I dont have that folder lol
sir plz upload video on ue4 andriod development full course plz lz plz
Hi! What kind of information were you looking for in a 'full course'? General mobile development is a huge topic and wanders into general optimization practices at times. There are a number of great tutorial series and documentation out there I might be able to point you towards.
@@Okaricraft Hi, I'm developing my first mobile racing game and I would really appreciate your answer on this . I only have some 3d modelling experience using zmodeler and c4d but barely any texturing knowledge ( I have a hard time with texture/object baking in c4d, my model becomes all glitchy looking with weird shading, even though all my normals are facing the right way and I run "point optimization") . While I'm still learning, I found datasmith plugin. It seems like a lifesaver, I can import anything into UE4 and make it look exactly the same as in c4d with materials and all. It's a lot less complicated than trying to use .fbx files. But is it a good practice for a mobile game ? For example if I import a car model with materials via datasmith is it the same as importing an fbx file and then importing baked textures separately? What about performance? I'm really lost. Any good tutorials on such topics you could share?
Unfortunately I'm not familiar with the datasmith plugin, so I can't speak to any good tutorial recommendations. As far as using it vs an FBX, while I can't imagine there is much difference I cannot say for certain.