great video, i have problem with game in some 4gb device game crashes by give some PSO caching error, crashes after successfully loading the level(in profiler it says map loaded ), i checked using profiler by using adb and verifies
I do not know! The best way to handle this is to test it on your device. If you have the device that gives you the crash then you are in luck. Could you please try out my game on google play and let me know if it works on your phone ? If it doesnt then I have the problem as well and we can try to find a solution together
@@surinStudio in my case issue was an environment, after optimizing the level Game seems to work fyn on lower end devices Mainly we used complex shader and landscape with lot of chunks of mesh-> that was the issue
thank you so much for sharing this stuff with us always, you are the only source so keep up the good content
I appreciate that!
Great Video will try your fixes out. My ue5 App keeps crashing directly After i start the App. Do you know why or have any ideas?
hey man, what do u think about making a startup?
Hey, what kind of startup ?
@@surinStudio a shooter game for mobile and a game development company
great video, i have problem with game in some 4gb device
game crashes by give some PSO caching error, crashes after successfully loading the level(in profiler it says map loaded ), i checked using profiler by using adb and verifies
Also i have an very small level, do i need to use level streaming (although i am already using async leve load instead of traditional open level
I do not know! The best way to handle this is to test it on your device. If you have the device that gives you the crash then you are in luck. Could you please try out my game on google play and let me know if it works on your phone ? If it doesnt then I have the problem as well and we can try to find a solution together
@@surinStudio in my case issue was an environment, after optimizing the level
Game seems to work fyn on lower end devices
Mainly we used complex shader and landscape with lot of chunks of mesh-> that was the issue