Working android project template

Hello, I’ve tried hard to build default project for android with zero luck. I did get it to run, but after I launch it I can see logo for a brief second and then it displays nothing but black screen. There are no logs as well. I gave up on trying to create a working android project after spending around a week. I had no issues with older versions, like 1.16. But in the latest version there seems to be no actual mobile support. I’ve also tried sample projects like NEMO but they won’t build at all.

So, I’d really appreciate if you could send me a working android template that would actually output something on a screen. I like the engine and I totally want to use it. I just need some help getting started.
Thanks!

I think i read somewhere that 1.25 was bugged for android builds but I’m not 100%.

The list of known issues for v1.25 https://docs.aws.amazon.com/lumberyard/latest/releasenotes/lumberyard-v1.25-known-issues.html
mentions a few Starter Game bugs. I’m using default project though.
So, is there absolutely no way to use lumberyard for mobile/cross platform development?

LY 1.25 should work with Android.

You report seeing a black screen, are you loading a map via the autoexec.cfg or similar? What build target are you running?

Did you look at the troubleshooting section here: https://docs.aws.amazon.com/lumberyard/latest/userguide/troubleshoot-android.html ?

I’m trying to build default project. I’ve tried that manual with no luck.

adb logcat -s LMBR

results in

--------- beginning of crash
--------- beginning of system
--------- beginning of main
09-16 09:59:15.325 29963 29963 D LMBR : BootStrap: Starting Library load
09-16 09:59:15.326 29963 29963 D LMBR : BootStrap: Finished Library load
09-16 09:59:15.403 29963 29963 D LMBR : Assets already on the device, not using the OBB expansion files.
09-16 09:59:15.438 29963 30007 D LMBR : ShowSplashScreen called
09-16 09:59:15.451 29963 29963 D LMBR : Showing the Splash Screen
09-16 09:59:15.730 29963 30007 D LMBR : DismissSplashScreen called
09-16 09:59:15.730 29963 29963 D LMBR : Dismissing the splash screen
09-16 09:59:16.159 29963 30007 D LMBR : DismissSplashScreen called
09-16 09:59:28.102 30276 30276 D LMBR : BootStrap: Starting Library load
09-16 09:59:28.104 30276 30276 D LMBR : BootStrap: Finished Library load
09-16 09:59:28.168 30276 30276 D LMBR : Assets already on the device, not using the OBB expansion files.
09-16 09:59:28.202 30276 30322 D LMBR : ShowSplashScreen called
09-16 09:59:28.208 30276 30276 D LMBR : Showing the Splash Screen
09-16 09:59:28.484 30276 30322 D LMBR : DismissSplashScreen called
09-16 09:59:28.484 30276 30276 D LMBR : Dismissing the splash screen
09-16 09:59:28.926 30276 30322 D LMBR : DismissSplashScreen called

This is the build command an editor is using:

[INFO] Running WAF command: lmbr_waf.bat build_android_armv8_clang_release --enabled-game-projects=DefaultProject -pall --deploy-android=False

autoexec.cfg file is nowhere to be found. I created the file manually and added the following content:

r_deferredDecalsOnDynamicObjects 1
map Simple

I disabled remote shader processing by unchecking the checkbox in the Deployment Tool window. I’ve also switched deployment mode to Local Files. So, it means I don’t need to open 61453 port.

Does android build work for you in lumberyard 1.25? I would really appreciate if you could just send me a folder with a correctly configured project.

Autoexec.cfg is a file you make, it should go in the project root folder then be copied correctly to your cache. For example https://github.com/aws/lumberyard/blob/master/dev/StarterGame/autoexec.cfg

However, I see you are using release, I may need to check, but autoexec may be turned off in release. You may need to do something similar to Load Level in Final Release

Am working remotely and don’t have my Android set-up currently, so am going to find someone who can confirm this.

Apologies for the frustration of getting a map to load.

If you’re using profile or debug builds (not release mode) then you can simply add the map cvar to a config (cfg) file like @pip mentions above. I use profile for development, even when debugging. Release builds, however, don’t appear to allow using the cfg. Instead you’ll need actual c++ code to open the level. I’ve created a gem that allows you define which level is opened; it also separates which level is opened depending on if the exe is a client or server. Once you add the gem and rebuild the project, open lmbr.exe AKA the System Component Editor, and set the “client map” and “server map” to what ever level you’d like to start.
LevelStartOnLaunch.zip (18.2 KB)

The idea of a gem to define a starting level wasn’t my own, full credit to this book for providing this super useful idea, hah
https://www.amazon.com/Game-Programming-Amazon-Lumberyard-Second-ebook/dp/B07KVRPH54/ref=sr_1_1?dchild=1&keywords=lumberyard&qid=1600279546&sr=8-1

I wonder what’s the reason behind disabling config files for release builds. It’s not like one can actually use an engine without loading a level…
Anyway, I’ve switched the project to Debug configuration. It just force closes after the splashscreen right now. It looks like pak files are missing for some reason.
Is it just me, or could the engine really use some preconfigured templates for mobile?

09-17 00:22:20.498 10138 10138 D LMBR    : BootStrap: Starting Library load
09-17 00:22:20.501 10138 10138 D LMBR    : BootStrap: Finished Library load
09-17 00:22:20.552 10138 10168 I LMBR    : ****************************************************************
09-17 00:22:20.552 10138 10168 I LMBR    : *             Amazon Lumberyard - Launching Game...            *
09-17 00:22:20.552 10138 10168 I LMBR    : ****************************************************************
09-17 00:22:20.552 10138 10138 D LMBR    : Assets already on the device, not using the OBB expansion files.
09-17 00:22:20.557 10138 10168 I LMBR    : Engine command received: APP_CMD_START
09-17 00:22:20.562 10138 10168 I LMBR    : Engine command received: APP_CMD_RESUME
09-17 00:22:20.578 10138 10168 I LMBR    : Engine command received: APP_CMD_INPUT_CHANGED
09-17 00:22:20.596 10138 10168 I LMBR    : Engine command received: APP_CMD_INIT_WINDOW
09-17 00:22:20.596 10138 10168 D LMBR    : ShowSplashScreen called
09-17 00:22:20.609 10138 10138 D LMBR    : Showing the Splash Screen
09-17 00:22:21.120 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/engine.pak
09-17 00:22:21.122 10138 10168 I LMBR    : Loading Config file android_medium.cfg (@assets@/config/spec/android_medium.cfg)
09-17 00:22:21.123 10138 10168 I LMBR    : Loading Config file system_android_es3.cfg (@root@/system_android_es3.cfg)
09-17 00:22:21.123 10138 10168 I LMBR    : Loading system configuration from system_android_es3.cfg...
09-17 00:22:21.123 10138 10168 I LMBR    : GameDir: defaultproject
09-17 00:22:21.123 10138 10168 I LMBR    : GameDLL: libDefaultProject.so
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shadercachestartup.pak
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/engine.pak
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/engine.pak
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shadercache.pak
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shadercachestartup.pak
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shaders.pak
09-17 00:22:21.123 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shadersbin.pak
09-17 00:22:21.124 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file /storage/emulated/0/android/obb/com.lumberyard.yourgame/main.1.com.lumberyard.yourgame.obb
09-17 00:22:21.124 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file /storage/emulated/0/android/obb/com.lumberyard.yourgame/patch.1.com.lumberyard.yourgame.obb
09-17 00:22:21.124 10138 10168 I LMBR    : Asked to load pak 'Engine.pak' to memory, but did not find it in the list of available paks.
09-17 00:22:21.124 10138 10168 I LMBR    : Loading Config file game.cfg (@assets@/game.cfg)
09-17 00:22:21.124 10138 10168 I LMBR    : creating CVarGroups from directory 'Config/CVarGroups' ...
09-17 00:22:21.127 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_full.cfg (@assets@/config/cvargroups/sys_spec_full.cfg)
09-17 00:22:21.127 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_gameeffects.cfg (@assets@/config/cvargroups/sys_spec_gameeffects.cfg)
09-17 00:22:21.128 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_objectdetail.cfg (@assets@/config/cvargroups/sys_spec_objectdetail.cfg)
09-17 00:22:21.129 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_particles.cfg (@assets@/config/cvargroups/sys_spec_particles.cfg)
09-17 00:22:21.129 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_physics.cfg (@assets@/config/cvargroups/sys_spec_physics.cfg)
09-17 00:22:21.130 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_postprocessing.cfg (@assets@/config/cvargroups/sys_spec_postprocessing.cfg)
09-17 00:22:21.131 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_quality.cfg (@assets@/config/cvargroups/sys_spec_quality.cfg)
09-17 00:22:21.131 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_shading.cfg (@assets@/config/cvargroups/sys_spec_shading.cfg)
09-17 00:22:21.132 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_shadows.cfg (@assets@/config/cvargroups/sys_spec_shadows.cfg)
09-17 00:22:21.132 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_sound.cfg (@assets@/config/cvargroups/sys_spec_sound.cfg)
09-17 00:22:21.133 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_texture.cfg (@assets@/config/cvargroups/sys_spec_texture.cfg)
09-17 00:22:21.133 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_textureresolution.cfg (@assets@/config/cvargroups/sys_spec_textureresolution.cfg)
09-17 00:22:21.133 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_volumetriceffects.cfg (@assets@/config/cvargroups/sys_spec_volumetriceffects.cfg)
09-17 00:22:21.134 10138 10168 I LMBR    : Loading Config file Config/CVarGroups/sys_spec_water.cfg (@assets@/config/cvargroups/sys_spec_water.cfg)
09-17 00:22:21.134 10138 10168 I LMBR    : Number of system processors: 0
09-17 00:22:21.134 10138 10168 I LMBR    : Number of available processors: 8
09-17 00:22:21.134 10138 10168 I LMBR    :
09-17 00:22:21.134 10138 10168 I LMBR    : Processor 0:
09-17 00:22:21.134 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.134 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.134 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.134 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.134 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.134 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.134 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.134 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.135 10138 10168 I LMBR    :
09-17 00:22:21.135 10138 10168 I LMBR    : Processor 1:
09-17 00:22:21.135 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.135 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.135 10138 10168 I LMBR    :
09-17 00:22:21.135 10138 10168 I LMBR    : Processor 2:
09-17 00:22:21.135 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.135 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.135 10138 10168 I LMBR    :
09-17 00:22:21.135 10138 10168 I LMBR    : Processor 3:
09-17 00:22:21.135 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.135 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.135 10138 10168 I LMBR    :
09-17 00:22:21.135 10138 10168 I LMBR    : Processor 4:
09-17 00:22:21.135 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.135 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.135 10138 10168 I LMBR    :
09-17 00:22:21.135 10138 10168 I LMBR    : Processor 5:
09-17 00:22:21.135 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.135 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.135 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.135 10138 10168 I LMBR    :
09-17 00:22:21.135 10138 10168 I LMBR    : Processor 6:
09-17 00:22:21.135 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.135 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.136 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.136 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.136 10138 10168 I LMBR    :
09-17 00:22:21.136 10138 10168 I LMBR    : Processor 7:
09-17 00:22:21.136 10138 10168 I LMBR    :   CPU:
09-17 00:22:21.136 10138 10168 I LMBR    :   Family: 0, Model: 0, Stepping: 0
09-17 00:22:21.136 10138 10168 I LMBR    :   FPU:
09-17 00:22:21.136 10138 10168 I LMBR    :   3DNow!: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   MMX: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE2: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE3: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   SSE4.1: not present
09-17 00:22:21.136 10138 10168 I LMBR    :   Serial number not present or disabled
09-17 00:22:21.136 10138 10168 I LMBR    :
09-17 00:22:21.138 10138 10168 I LMBR    : Loading Config file android_medium.cfg (@assets@/config/spec/android_medium.cfg)
09-17 00:22:21.138 10138 10168 I LMBR    : Loading Config file system_android_es3.cfg (@root@/system_android_es3.cfg)
09-17 00:22:21.138 10138 10168 I LMBR    : Loading Config file user.cfg (@assets@/config/user.cfg)
09-17 00:22:21.138 10138 10168 I LMBR    : $6[Warning] Config file hmd.cfg not found!
09-17 00:22:21.138 10138 10168 I LMBR    : Stream Engine Initialization
09-17 00:22:21.139 10138 10168 I LMBR    : GameName: DefaultProject
09-17 00:22:21.139 10138 10168 I LMBR    : BuildTime: Sep 16 2020 23:33:24
09-17 00:22:21.140 10138 10168 I LMBR    : Physics initialization
09-17 00:22:21.140 10138 10168 I LMBR    : (EngineModule_CryPhysics) - Initializing Physics...
09-17 00:22:21.141 10138 10168 I LMBR    : Loading DLL: libCryPhysics.so
09-17 00:22:21.141 10138 10168 I LMBR    : (Module) - Attempting to load module:libCryPhysics.so
09-17 00:22:21.144 10138 10168 I LMBR    : (Module) - Success!
09-17 00:22:21.144 10138 10168 I LMBR    : Initializing CryPhysics done, MemUsage=0Kb
09-17 00:22:21.145 10138 10168 I LMBR    : $6[Warning] (Localization) - No localization files found!
09-17 00:22:21.146 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/localization/en-us_xml.pak
09-17 00:22:21.146 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/loc.pak
09-17 00:22:21.146 10138 10168 I LMBR    : Renderer initialization
09-17 00:22:21.146 10138 10168 I LMBR    : (EngineModule_CryRenderer) - Initializing RenderGL...
09-17 00:22:21.146 10138 10168 I LMBR    : Loading DLL: libCryRenderGL.so
09-17 00:22:21.146 10138 10168 I LMBR    : (Module) - Attempting to load module:libCryRenderGL.so
09-17 00:22:21.155 10138 10168 I LMBR    : (Module) - Success!
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] [CVARS]: [CHANGED] variable [r_DeferredShadingLBuffersFmt] from [1] to [2]; Marked as [VF_CONST_CVAR] [VF_CHEAT]
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] Modifying marked variables will not be allowed in Release mode!
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] [CVARS]: [CHANGED] variable [r_DeferredShadingLBuffersFmt] from [1] to [2]; Marked as [VF_CONST_CVAR] [VF_CHEAT]
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] Modifying marked variables will not be allowed in Release mode!
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] [CVARS]: [CHANGED] variable [r_DeferredShadingSortLights] from [0] to [3]; Marked as [VF_CHEAT]
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] Modifying marked variables will not be allowed in Release mode!
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] [CVARS]: [CHANGED] variable [r_DeferredShadingSortLights] from [0] to [3]; Marked as [VF_CHEAT]
09-17 00:22:21.156 10138 10168 I LMBR    : $6[Warning] Modifying marked variables will not be allowed in Release mode!
09-17 00:22:21.158 10138 10168 I LMBR    : $6[Warning] [CVARS]: [CHANGED] variable [r_ClearGMEMGBuffer] from [0] to [1]; Marked as [VF_CONST_CVAR] [VF_CHEAT]
09-17 00:22:21.158 10138 10168 I LMBR    : $6[Warning] Modifying marked variables will not be allowed in Release mode!
09-17 00:22:21.158 10138 10168 I LMBR    : $6[Warning] [CVARS]: [CHANGED] variable [r_ClearGMEMGBuffer] from [0] to [1]; Marked as [VF_CONST_CVAR] [VF_CHEAT]
09-17 00:22:21.158 10138 10168 I LMBR    : $6[Warning] Modifying marked variables will not be allowed in Release mode!
09-17 00:22:21.160 10138 10168 I LMBR    : CRenderer sizeof(Vec2f16)=4 sizeof(Vec3f16)=8
09-17 00:22:21.161 10138 10168 I LMBR    : Initializing CryRenderGL done, MemUsage=0Kb
09-17 00:22:21.161 10138 10168 I LMBR    : Initializing Direct3D and creating game window:
09-17 00:22:21.161 10138 10168 I LMBR    : D3DX_SDK_VERSION = <UNDEFINED>
09-17 00:22:21.161 10138 10168 I LMBR    : Direct3D driver is creating...
09-17 00:22:21.161 10138 10168 I LMBR    : Crytek Direct3D driver version 2.00 (Sep 16 2020 <23:35:35>)
09-17 00:22:21.161 10138 10168 I LMBR    : Creating window called 'DefaultProject' (1280x590)
09-17 00:22:21.173 10138 10168 I LMBR    : $6[Warning] DXGL: Texture unit partition 1 is not supported by this configuration - it will not be used : [@?] i:\programs\Lumberyard\1.25.0.0\dev\Code\CryEngine\RenderDll\XRenderD3D9\DXGL\Implementation\GLDevice.cpp(1579)
09-17 00:22:21.173 10138 10168 I LMBR    : $6[Warning] DXGL: Uniform buffer unit partition 1 is not supported by this configuration - it will not be used : [@?] i:\programs\Lumberyard\1.25.0.0\dev\Code\CryEngine\RenderDll\XRenderD3D9\DXGL\Implementation\GLDevice.cpp(1579)
09-17 00:22:21.173 10138 10168 I LMBR    : $6[Warning] DXGL: Storage buffer unit partition 0 is not supported by this configuration - it will not be used : [@?] i:\programs\Lumberyard\1.25.0.0\dev\Code\CryEngine\RenderDll\XRenderD3D9\DXGL\Implementation\GLDevice.cpp(1579)
09-17 00:22:21.173 10138 10168 I LMBR    : $6[Warning] DXGL: Image unit partition 0 is not supported by this configuration - it will not be used : [@?] i:\programs\Lumberyard\1.25.0.0\dev\Code\CryEngine\RenderDll\XRenderD3D9\DXGL\Implementation\GLDevice.cpp(1579)
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Adapter: Description: Adreno (TM) 630
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Adapter: Driver version (UMD): 0.00.00.0000
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Adapter: VendorId = 0x5143
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Adapter: DeviceId = 0x0000
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Adapter: SubSysId = 0x00000000
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Adapter: Revision = 0
09-17 00:22:21.175 10138 10168 I LMBR    : D3D Detected: Qualcomm video card
09-17 00:22:21.175 10138 10168 I LMBR    : Active GPUs: 1
09-17 00:22:21.175 10138 10168 I LMBR    : Using pixel texture formats:
09-17 00:22:21.175 10138 10168 I LMBR    :   R8G8B8A8S, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R8G8B8A8, mips, sRGB, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   A8, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R8, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R8S, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16U, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16G16U, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R10G10B10A2UI, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16F, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R32F, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R8G8, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R8G8S, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16G16, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16G16F, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R11G11B10F, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R10G10B10A2, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16G16B16A16, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16G16B16A16S, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.175 10138 10168 I LMBR    :   R16G16B16A16F, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   R32G32B32A32F, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   BC1, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   BC2, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   BC3, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   R9G9B9E5, mips
09-17 00:22:21.176 10138 10168 I LMBR    :   R32T, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   R24G8T, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   R16T, mips, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   B8G8R8A8, mips, sRGB, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   B8G8R8X8, mips, sRGB, blend, DS, RT (multi-sampled)
09-17 00:22:21.176 10138 10168 I LMBR    :   EAC_R11, mips
09-17 00:22:21.176 10138 10168 I LMBR    :   EAC_RG11, mips
09-17 00:22:21.176 10138 10168 I LMBR    :   ETC2, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ETC2A, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_4x4, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_5x4, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_5x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_6x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_6x6, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_8x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_8x6, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_8x8, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x6, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x8, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x10, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_12x10, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_12x12, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_4x4, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_5x4, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_5x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_6x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_6x6, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_8x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_8x6, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_8x8, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x5, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x6, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x8, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_10x10, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_12x10, mips, sRGB
09-17 00:22:21.176 10138 10168 I LMBR    :   ASTC_12x12, mips, sRGB
09-17 00:22:21.190 10138 10168 I LMBR    :  ****** D3D11 CryRender Stats ******
09-17 00:22:21.190 10138 10168 I LMBR    :  Driver description: Adreno (TM) 630
09-17 00:22:21.190 10138 10168 I LMBR    :  Feature level: DirectX 11.0
09-17 00:22:21.190 10138 10168 I LMBR    :  Rasterizer: Hardware
09-17 00:22:21.190 10138 10168 I LMBR    :  Current Resolution: 1280x590x32 Full Screen
09-17 00:22:21.190 10138 10168 I LMBR    :  HDR Rendering: FP16
09-17 00:22:21.190 10138 10168 I LMBR    :  MRT HDR Rendering: Disabled
09-17 00:22:21.190 10138 10168 I LMBR    :  Occlusion queries: Supported
09-17 00:22:21.190 10138 10168 I LMBR    :  Geometry instancing: Supported
09-17 00:22:21.190 10138 10168 I LMBR    :  Vertex textures: Supported
09-17 00:22:21.190 10138 10168 I LMBR    :  R32F rendertarget: Not supported
09-17 00:22:21.190 10138 10168 I LMBR    :  NormalMaps compression : Not supported
09-17 00:22:21.190 10138 10168 I LMBR    :  Gamma control: Software
09-17 00:22:21.190 10138 10168 I LMBR    :  Vertex Shaders version 4.0
09-17 00:22:21.190 10138 10168 I LMBR    :  Pixel Shaders version 4.0
09-17 00:22:21.190 10138 10168 I LMBR    :  Used GeomInstancingThreshold is 7
09-17 00:22:21.190 10138 10168 I LMBR    :  Shader model usage: 'SM.5.0'
09-17 00:22:21.190 10138 10168 I LMBR    :  *****************************************
09-17 00:22:21.190 10138 10168 I LMBR    :
09-17 00:22:21.190 10138 10168 I LMBR    : Init Shaders
09-17 00:22:21.190 10138 10168 I LMBR    :  General shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Metal shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Glass shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Vegetation shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Ice shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Terrain shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Shadow shader quality: Medium
09-17 00:22:21.190 10138 10168 I LMBR    :  Water shader quality: Medium
09-17 00:22:21.191 10138 10168 I LMBR    :  FX shader quality: Medium
09-17 00:22:21.191 10138 10168 I LMBR    :  PostProcess shader quality: Medium
09-17 00:22:21.191 10138 10168 I LMBR    :  HDR shader quality: Medium
09-17 00:22:21.191 10138 10168 I LMBR    :  Sky shader quality: Medium
09-17 00:22:21.191 10138 10168 I LMBR    : Render quality: Medium
09-17 00:22:21.511 10138 10168 I LMBR    : Init textures management (0 Mb of video memory is available)...
09-17 00:22:21.512 10138 10168 I LMBR    :   Disabling of textures streaming...
09-17 00:22:21.512 10138 10168 I LMBR    :   Video textures: Atlas clouds max size: 8 Mb
09-17 00:22:21.512 10138 10168 I LMBR    :   Video textures: Dynamic managed max size: 20 Mb
09-17 00:22:21.512 10138 10168 I LMBR    :   Reloading all textures...
09-17 00:22:21.512 10138 10168 I LMBR    :   Finished reloading textures...
09-17 00:22:21.512 10138 10168 I LMBR    :   Finished initializing textures streaming...
09-17 00:22:21.512 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shaders.pak
09-17 00:22:21.512 10138 10168 I LMBR    : $6[Warning] Cannot open Pak file @assets@/shadercache.pak

After taking a look at a logcat, I found out that the engine itself just crashes:

09-17 00:37:03.788 11029 11088 I AndroidEnv: JNI Env not attached to the VM
09-17 00:37:03.789 11029 11088 F eryard.yourgam: java_vm_ext.cc:570] JNI DETECTED ERROR IN APPLICATION: input is not valid Modified UTF-8: illegal start byte 0xfa
09-17 00:37:03.789 11029 11088 F eryard.yourgam: java_vm_ext.cc:570]     string: '@b0·u'
09-17 00:37:03.789 11029 11088 F eryard.yourgam: java_vm_ext.cc:570]     input: '0x40 0x62 0x30 <0xfa> 0x75'
09-17 00:37:03.789 11029 11088 F eryard.yourgam: java_vm_ext.cc:570]     in call to NewStringUTF
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630] Runtime aborting...
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630] Dumping all threads without mutator lock held
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630] All threads:
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630] DALVIK THREADS (20):
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630] "Thread-4" prio=10 tid=20 Runnable
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630]   | group="" sCount=0 dsCount=0 flags=0 obj=0x1f9c0000 self=0x759ec29800
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630]   | sysTid=11088 nice=-10 cgrp=default sched=0/0 handle=0x75fa307d50
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630]   | state=R schedstat=( 327634470 144947 12 ) utm=19 stm=12 core=5 HZ=100
09-17 00:37:03.868 11029 11088 F eryard.yourgam: runtime.cc:630]   | stack=0x75fa289000-0x75fa28b000 stackSize=511KB
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   | held mutexes= "abort lock" "mutator lock"(shared held)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #00 pc 0000000000411f18  /apex/com.android.runtime/lib64/libart.so (art::DumpNativeStack(std::__1::basic_ostream<char, std::__1::char_traits<char>>&, int, BacktraceMap*, char const*, art::ArtMethod*, void*, bool)+140)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #01 pc 00000000004f977c  /apex/com.android.runtime/lib64/libart.so (art::Thread::DumpStack(std::__1::basic_ostream<char, std::__1::char_traits<char>>&, bool, BacktraceMap*, bool) const+512)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #02 pc 00000000005140c0  /apex/com.android.runtime/lib64/libart.so (art::DumpCheckpoint::Run(art::Thread*)+828)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #03 pc 000000000050cee4  /apex/com.android.runtime/lib64/libart.so (art::ThreadList::RunCheckpoint(art::Closure*, art::Closure*)+456)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #04 pc 000000000050c3c8  /apex/com.android.runtime/lib64/libart.so (art::ThreadList::Dump(std::__1::basic_ostream<char, std::__1::char_traits<char>>&, bool)+1964)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #05 pc 00000000004b9754  /apex/com.android.runtime/lib64/libart.so (art::Runtime::Abort(char const*)+1452)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #06 pc 000000000000b458  /system/lib64/libbase.so (android::base::LogMessage::~LogMessage()+580)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #07 pc 00000000003786e8  /apex/com.android.runtime/lib64/libart.so (art::JavaVMExt::JniAbort(char const*, char const*)+1584)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #08 pc 000000000037890c  /apex/com.android.runtime/lib64/libart.so (art::JavaVMExt::JniAbortV(char const*, char const*, std::__va_list)+108)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #09 pc 000000000036ad2c  /apex/com.android.runtime/lib64/libart.so (art::(anonymous namespace)::ScopedCheck::AbortF(char const*, ...)+136)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #10 pc 000000000036ac20  /apex/com.android.runtime/lib64/libart.so (art::(anonymous namespace)::ScopedCheck::CheckNonHeapValue(char, art::(anonymous namespace)::JniValueType)+1172)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #11 pc 0000000000369448  /apex/com.android.runtime/lib64/libart.so (art::(anonymous namespace)::ScopedCheck::CheckPossibleHeapValue(art::ScopedObjectAccess&, char, art::(anonymous namespace)::JniValueType)+192)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #12 pc 0000000000368be8  /apex/com.android.runtime/lib64/libart.so (art::(anonymous namespace)::ScopedCheck::Check(art::ScopedObjectAccess&, bool, char const*, art::(anonymous namespace)::JniValueType*)+652)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #13 pc 000000000035e9a8  /apex/com.android.runtime/lib64/libart.so (art::(anonymous namespace)::CheckJNI::NewStringUTF(_JNIEnv*, char const*)+672)
09-17 00:37:03.869 11029 11088 F eryard.yourgam: runtime.cc:630]   native: #14 pc 0000000000ed8970  /data/app/com.lumberyard.yourgame-mL4Cm1MZHInZWUplFNheCg==/lib/arm64/libDefaultProjectLauncher.so (_JNIEnv::NewStringUTF(char const*)+40)

Hmm, I’m seeing a lot of errors about failing to open pak files. To narrow down what might be the issue, are you at least able to launch a level via the Editor’s “Deploy to device” window?
image
If no, are there any errors in the “Deploy to Device” console?

I was using “Deploy to device” option all the time. There is a ton of errors in there: LOG.txt (451.5 KB)

Anyway, I would really appreciate if one could just create a project that actually works on android, put it into a zip archive and send it.

Thank you for your help, everyone!
After around two weeks of trial and error I was finally able to!.. Nope, I’ve just wasted 2 weeks. And I’m giving up.

The engine does not work on android.

And it’s not just me. It looks like nobody can get it to work to send me an android project.
So, I’ve ended up installing Unreal Engine. And voila, there is an android template that just works out of the box.
No wonder zero mobile games were made with lumberyard.
Anyway, I suggest engine devs place huge “PRE-ALPHA” and “NOT READY FOR PRODUCTION” labels on the main page. It would be the most accurate way to describe its current state.

@Randy - I am sorry to hear about your frustration.

You will notice that Lumberyard is still marked as Beta product in all its documentation, so somethings are rougher than we’d like for all types of customers esp some of the out-of-the-box set-up.

We do run builds regularly on Android and we expect to keep improving the mobile experience as its important to all our customers.

Thanks for the frank feedback. I will make sure its shared with the mobile team. And I’m sorry someone should have pointed you to the MultiplayerSample project in the installer as a project to look at it. One thing we lack is good up-to-date demos and samples, which is something we are trying to remedy to make Lumberyard easy to work with.

Good luck with your Unreal project