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Mobile Development Troubleshooting Guide — Epic Wiki

# Mobile Development Troubleshooting Guide

This page is currently under construction, more errors and solutions will be added over time.

# Contents

  • 1 Additional Resources
  • 2 Windows
    • 2.1 Android
      • 2.1.1 Build Failing
      • 2.1.2 Not Deploying to the Device
      • 2.1.3 How to fix Advertisements and Googleplay Leaderboards
      • 2.1.4 Crashing Once Deployed on the Device
      • 2.1.5 Game Freezing Once Deployed
      • 2.1.6 Game crashing due to a Static Mesh
      • 2.1.7 Screen is Black, but Analogs are Showing
      • 2.1.8 Dynamic Shadows are not Rendering Properly
      • 2.1.9 Failed to find Shader Map for default material WorldGridMaterial!
      • 2.1.10 Unable to load level on Android project
      • 2.1.11 Using FPaths::ConvertRelativePathToFull on Android
      • 2.1.12 Materials not Showing Correctly
      • 2.1.13 Android Missing .so File
      • 2.1.14 AndroidWorks SDK Installation Error
      • 2.1.15 Unimplemented OpenGL ES API
      • 2.1.16 AutomationTool Unable to Run
      • 2.1.17 Error Exporting to Android
      • 2.1.18 Orientation Trouble
      • 2.1.19 Launch Failure
      • 2.1.20 Asus Transformer TF700T: Screen Garbled on Deploy
      • 2.1.21 APKBlacklist is not working? (4.13)
      • 2.1.22 How to correctly package a prebuilt shared library (.so)?
    • 2.2 iOS
      • 2.2.1 Build Failing
      • 2.2.2 Not Deploying to the Device
      • 2.2.3 Crashing Once Deployed to the Device
      • 2.2.4 Screen is Black, but Analogs are Showing
      • 2.2.5 Dynamic Shadows not Rendering Properly
      • 2.2.6 Materials or Textures rendering Black or Splotchy
      • 2.2.7 How do you disable packaging a second chunk for IPA?
  • 3 Mac
    • 3.1 Android
    • 3.2 iOS
      • 3.2.1 Build Failing
      • 3.2.2 Not Deploying to the Device
      • 3.2.3 Screen is Black, but Analogs are Showing
      • 3.2.4 Dynamic Shadows not Rendering Properly
      • 3.2.5 Materials or Textures rendering Black or Splotchy
      • 3.2.6 Setting up iOS Device Compatibility for the Apple Store
      • 3.2.7 Setting up Flurry Analytics for iOS
  • 4 Additional Information
    • 4.1 Creating a Bug Report
    • 4.2 How to get logs off of an iOS device
      • 4.2.1 Windows
      • 4.2.2 Mac
    • 4.3 How to get logs off of an Android device
    • 4.4 How to Remove Obsolete Mobile Provision Profiles (iOS)
      • 4.4.1 Windows
      • 4.4.2 Mac
    • 4.5 Useful Mobile Documentation

Mobile Development Troubleshooting Guide

Here is your one stop shop to find solutions to the most common mobile development and packaging . Take a look to see if the problems you are experiencing are listed and if so what steps you can take to fix the bug. If these fixes do not work, there will be a list of information needed when you make a post on the Answerhub detailing your specific error.

# Additional Resources

Here are a few extra pages that may help determine if the error you are seeing is a bug in engine or a compatibility error with the specific device you are using.

  • Android Device Compatibility
  • IOS Device Compatibility
  • Android Quick Start
  • iOS Quick Start

This page is currently under development and will be populated as we find more common mobile development bugs/crashes. Thank you for your understanding.

# Windows

# Android

# Build Failing

4.11 or earlier:

  1. Make sure you have AndroidWorks installed instead of CodeWorks.
  2. Be sure that you are using Visual Studio 2013.
  3. Did you follow the SDK Documentation? (Found here)
  • If not, Re-installation of SDK may be necessary.
  1. Did you download the correct Drivers for your device?
  2. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

4.12 or higher:

  1. Make sure that you have CodeWorks installed instead of AndroidWorks.
  2. Be sure that Visual Studio 2015 is installed.
  3. Did you follow the SDK Documentation? (Found here)
  • If not, Re-installation of SDK may be necessary.
  1. Did you download the correct Drivers for your device?
  2. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Build Failure Solutions:

  1. Failure due to both old and new .jar files included in build library
  2. Warning: Major Version 51 is newer than 50.
  3. SDK/NDK version mismatch.
  4. Build failure due to NDK API Level of Android-23.
  5. Error GameActivity.java:277: error: cannot find symbol.
  6. Build failure due to Android Keystore not being found.
  7. ‘wchar.h’ file not found.

# Not Deploying to the Device

  1. Is your Device Supported?
  2. Is the phone on Developer Mode?
  3. Do you have the correct Drivers installed? (Located in the Epic Games Device List graph)
  4. Search the Answerhub for similar issues.
  5. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# How to fix Advertisements and Googleplay Leaderboards

Solution: AnswerHub2. Search the Answerhub for similar issues.
3. Review Unreal Match 3 Advertisement Documentation
4. Review Google Developer Documentation
5. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Crashing Once Deployed on the Device

  1. Search the Answerhub for similar issues.
  2. Obtain Monitor.bat logs from device.
  • These logs will be vital when writing a Bug Report
  1. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Game Freezing Once Deployed

  1. Search the Answerhub for similar issues.
  2. Did you recently change the API level?
  3. If not, obtain Monitor.bat logs from device.
  • These logs will be vital when writing a Bug Report
  1. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Game crashing due to a Static Mesh

  1. Search the Answerhub for similar issues.
  2. Does deleting your Intermediate, Saved and Config folders from your project resolve the issue?
  3. Are you able to launch onto your device?
  4. Does it only crash in the engine? If so, save your Output Logs as a .txt file.
  5. Does the application crash once it’s on your device?
  6. If so, obtain Monitor.bat logs from device.
  • Either of these logs will be vital when writing a Bug Report
  1. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Screen is Black, but Analogs are Showing

  1. Is your Device Supported?
  2. Have you built your lighting/lightmass?
  3. Make sure your Default/Startup Map is set correctly in ‘Project Settings’
  4. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Dynamic Shadows are not Rendering Properly

  1. Is the Directional Light in the project set to Movable?
  2. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Failed to find Shader Map for default material WorldGridMaterial!

  1. Did you change your r.MobileHDR option in DefaultDeviceProfile.ini?
  2. If so, does it differ from your settings in ProjectSettings? Make sure they both match one another.
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Unable to load level on Android project

Solution: AnswerHub2. Search the Answerhub for similar issues.
3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Using FPaths::ConvertRelativePathToFull on Android

Solution: AnswerHub2. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Materials not Showing Correctly

  1. Materials for Mobile Platforms
  2. Search the Answerhub for similar issues.
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Android Missing .so File

Android missing .so file to launch or package (ERROR: Can’t make an APK without the compiled .so [C:Program FilesEpic Games4.6EngineBinariesAndroidUE4Game-x86-es2.so])

Solution: Open Project Setting and in Platforms/Android/Build uncheck «Support x86″1. Search the Answerhub for similar issues.
2. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# AndroidWorks SDK Installation Error

Solution: Contact NVIDIA® for support.

# Unimplemented OpenGL ES API

Galaxy S3 mini: called unimplemented OpenGL ES API

Solution: Galaxy S3 mini is not supported1. Search the Answerhub for similar issues.
2. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# AutomationTool Unable to Run

Packaging (Android (All)): BUILD FAILED AutomationTool was unable to run successfully.

Solution: Video: Setting up Android Development Environment | UE42. Search the Answerhub for similar issues.
3. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# Error Exporting to Android

Error Exporting to Android Platform (Software Development Kit (SDK) not found. Please install the SDK for the Android target platform)

Solution: Make sure NVPACK is properly installed1. Search the Answerhub for similar issues.
2. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# Orientation Trouble

Incorrect Orientation for Download Background

Solution: Replace the image with a 1280×720 image. Copy the downloader_progress.xml in Engine/Build/Java/res/layout to your project’s Build/Android/res/layout (make the directories as needed). Edit downloader_progress.xml and change the orientation=»vertical» to «horizontal».1. Similar Answerhub issue.
2. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# Launch Failure

Andriod Launch Failure (The system cannot find the path specified.)

Solution: Try to reinstall the Android SDK. If you have not previously done so, you can find documentation here on how to set it up: Documentation: Getting Started on Android2. Search the Answerhub for similar issues.
3. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# Asus Transformer TF700T: Screen Garbled on Deploy

Asus Transformer TF700T is recognized by the engine, but when pushing to deploy the screen on the tablet looks garbled.

Solution: Disabled Mobile HDR and Use Android DXT1. Search the Answerhub for similar issues.
2. Post your issue on the Answerhub

We will need the following information:* Crash logs

  • DxDiag
  • Engine version
  • The exact type of mobile device (Example: Samsung Galaxy S3)
  • The exact version of the Operating System being used on the device
  • Can it be reproduced in a clean project?
  • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

# APKBlacklist is not working? (4.13)

Solution: AnswerHub: ApkBlacklist-Shipping.txt not working2. Search the Answerhub for similar issues.
3. Post your issue on the Answerhub

We will need the following information:* Engine version

  • Log or screenshot from Blacklist

# How to correctly package a prebuilt shared library (.so)?

Solution: AnswerHub: Prebuilt Shared Library (.so)

# iOS

**When building on a Windows machine, you are going to need to have iTunes available as well as a Mac available for Remote Building**

# Build Failing

  1. Did you set up SSH Remote Building?
  2. Did you ‘Trust’ your PC on the iOS device?
  3. Did you ‘Trust’ the device on your PC via iTunes?
  4. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  5. Are the Provisions and/or Certificate sections highlighted red or green?
  6. Are you able to recreate this issue on a Blank Template Project?
  7. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Not Deploying to the Device

  1. Did you set up SSH Remote Building?
  2. Did you ‘Trust’ your PC on your iOS device?
  3. Did you Trust the device on your PC, via iTunes?
  4. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  5. Are the Provisions and/or Certificate sections highlighted red or green?
  6. Are you able to recreate this issue on a Blank Template Project?
  7. If it is still occurring:
  • Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Crashing Once Deployed to the Device

  1. Would you be able to replicate this issue on a blank template project?
  • If so, could you provide steps to reproduce the issue?
  1. Would you be able to provide the logs from the device? (See below for how to acquire the logs needed)
  2. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Screen is Black, but Analogs are Showing

  1. Have you built your lighting/lightmass?
  2. Make sure your Default/Startup Map is set correctly in ‘Project Settings’
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Dynamic Shadows not Rendering Properly

  1. Change Directional light from ‘Stationary’ to ‘Movable’
  2. Character has ‘Cast Dynamic Shadow’ checked
  3. Have you built lighting?
  4. Lighting for Mobile Platforms
  5. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Materials or Textures rendering Black or Splotchy

  1. What is the normal intensity of your material?
  2. Are the texture samples formatted correctly for mobile?
  3. Uncheck the ‘Allow Static Lighting for Normal Maps’ within the ‘Project Settings’
  4. Texture Guidelines for Mobile Platforms
  5. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# How do you disable packaging a second chunk for IPA?

Solution: AnswerHub: Disabling Second Chunk for IPA2. Search the Answerhub for similar issues.
3. Post your issue on the Answerhub

We will need the following information:* Engine version

  • Can it be reproduced in a clean project?
  • Step by step reproduction

# Mac

# Android

**Android is now available for developing on Mac as of 4.12.**

# iOS

# Build Failing

  1. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  2. Are the Provisions and/or Certificate sections highlighted red or green?
  3. Are you able to recreate this issue on a Blank Template Project?
  4. Obtain the iOS logs from device.
  5. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Not Deploying to the Device

  1. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  2. Are the Provisions and/or Certificate sections highlighted red or green?
  3. Are you able to recreate this issue on a Blank Template Project?
  4. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Screen is Black, but Analogs are Showing

  1. Have you built your lighting/lightmass?
  2. Make sure your Default/Startup Map is set correctly in ‘Project Settings’.
  3. Obtain the iOS logs from device.
  4. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Dynamic Shadows not Rendering Properly

  1. Change Directional light from ‘Stationary’ to ‘Movable’
  2. Character has ‘Cast Dynamic Shadow’ checked
  3. Have you built lighting?
  4. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Materials or Textures rendering Black or Splotchy

  1. What is the normal intensity of your material?
  2. Are the texture samples formatted correctly for mobile?
  3. Uncheck the ‘Allow Static Lighting for Normal Maps’ within the ‘Project Settings’

# Setting up iOS Device Compatibility for the Apple Store

Solution: Answerhub2. Documentation: Device Compatibility
3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

# Setting up Flurry Analytics for iOS

Solution: Answerhub2. Documentation: In-Game Analytics

# Additional Information

# Creating a Bug Report

  • Is the mobile device Android or iOS?
  • What is the exact device they are using and what version is that device on?
  • Would you be able to reproduce this issue on a Blank Template Project?
  • What version of the Engine are you using and is that version a binary or source build?
  • What engine version did you first see this error occurring?
  • Would you be able to reproduce this issue on a blank template project?
  • If there is a crash, would it be occurring when opening the application on the device of while packaging the project?
  • Be sure to include any build failed logs or any logs that may help to understand what may be occurring.
  • If the application is crashing on an Android device, include the Monitor Logs. (Need to add a link for how to obtain the monitor logs)

# How to get logs off of an iOS device

# Windows

  • Open iPhonePackager (Engine/Binaries/DotNET/IOS)
  • Select a uproject file (Optional)
  • Select the Advance Tools tab
  • Select Other Deployment Tools…
  • Select Backup Documents…
  • Select the IPA for the game you wish to get a log for
  • The documents directory data will then be copied to Engine/Binaries/DotNET/IOS/IOS_Backups or GameDir/IOS_Backups if a uproject was selected
  • The log can then be found at IOS_Backups/Game/Saved/Logs

# Mac

  • Connect device to a Mac
  • Open XCode > Window > Devices
  • Select your device
  • Select ‘View Device Logs’
  • Select the process which matches your Game and Crash date/time
  • Right-click on the process and select ‘Export Log’

# How to get logs off of an Android device

  • Attach your phone to the computer
  • Go here: C:NVPACKandroid-sdk-windowstools
  • Open up Monitor.bat
  • Launch the program and save the logs

If you cannot get Monitor.bat to open, please go to:

  • C:NVPACKandroid-sdk-windowstoolslibmonitor-x86
  • Open up Monitor.exe
  • Follow the instructions above

# How to Remove Obsolete Mobile Provision Profiles (iOS)

# Windows

  • C:Users\AppDataLocalApple ComputerMobileDeviceProvisioning Profiles
  • Profiles will show up and can be deleted as necessary.

# Mac

  • ~/Library/MobileDevice/Provisioning Profiles
  • Profiles will show up and can be deleted as necessary.

# Useful Mobile Documentation

iOS* Building iOS on Windows

  • iOS Quick Start Documentation
  • iOS Device Compatibility
  • iOS Game Center
  • iOS: Using In-Game Ads

Android

  • Android Quick Start Documentation
  • Android Device Compatibility
  • Android: Using Google Play Achievements
  • Android: Using Ad Mob In-Game Ads

Retrieved from «https://wiki.unrealengine.com/index.php?title=Mobile_Development_Troubleshooting_Guide&oldid=23898»

Category:

  • Troubleshooting

Mobile Development Troubleshooting Guide

Here is your one stop shop to find solutions to the most common mobile development and packaging. Take a look to see if the problems you are experiencing are listed and if so what steps you can take to fix the bug. If these fixes do not work, there will be a list of information needed when you make a post on the Answerhub detailing your specific error.

Additional Resources

Here are a few extra pages that may help determine if the error you are seeing is a bug in engine or a compatibility error with the specific device you are using.

  • Android Device Compatibility
  • IOS Device Compatibility

Contents

  • 1 Additional Resources
  • 2 Windows
    • 2.1 Android
      • 2.1.1 Build Failing:
      • 2.1.2 Not Deploying to the Device
      • 2.1.3 Crashing Once Deployed on the Device
      • 2.1.4 Screen is Black, but Analogs are Showing
      • 2.1.5 Dynamic Shadows are not Rendering Properly:
      • 2.1.6 Materials not Showing Correctly:
      • 2.1.7 Android Missing .so File
      • 2.1.8 Touch Events Cause Crash
      • 2.1.9 Load UAnimBlueprint Crash
      • 2.1.10 Unimplemented OpenGL ES API
      • 2.1.11 AutomationTool Unable to Run
      • 2.1.12 Error Exporting to Android
      • 2.1.13 Orientation Trouble
      • 2.1.14 Launch Failure
      • 2.1.15 Asus Transformer TF700T: Screen Garbled on Deploy
    • 2.2 iOS
      • 2.2.1 Build Failing:
      • 2.2.2 Not Deploying to the Device:
      • 2.2.3 Crashing Once Deployed to the Device:
      • 2.2.4 Screen is Black, but Analogs are Showing:
      • 2.2.5 Dynamic Shadows not Rendering Properly:
      • 2.2.6 Materials or Textures rendering Black or Splotchy
  • 3 Mac
    • 3.1 Android
    • 3.2 iOS
      • 3.2.1 Build Failing:
      • 3.2.2 Not Deploying to the Device:
      • 3.2.3 Screen is Black, but Analogs are Showing:
      • 3.2.4 Dynamic Shadows not Rendering Properly:
      • 3.2.5 Materials or Textures rendering Black or Splotchy
  • 4 Linux
    • 4.1 Android
    • 4.2 iOS
  • 5 Additional Information
    • 5.1 Creating a Bug Report
    • 5.2 How to get logs off of an iOS device
      • 5.2.1 Windows:
      • 5.2.2 Mac:

Windows

Android

Build Failing:

  1. Be sure that you are using Visual Studio 2013
  2. Did you follow the SDK Documentation? (Found here)
    • If not, Re-installation of SDK may be necessary?
  3. Did you download the correct Drivers for your device?
  4. Create a Bug Report on Answerhub

Not Deploying to the Device

  1. Is your Device Supported?
  2. Is the phone on Developer Mode?
  3. Do you have the correct Drivers installed? (Located in the Epic Games Device List graph)
  4. Create a Bug report on Answerhub

Crashing Once Deployed on the Device

  1. Monitor Logs (after downloading the Android SDK, You can find this .bat file by using this pathing: NVPACKandroid-sdk-windowstools. Double click on the file labeled ‘Monitor’)
    • These logs will be vital when writing a Bug Report
  2. Create a Bug Report on Answerhub

Screen is Black, but Analogs are Showing

  1. Is your Device Supported??
  2. Create a Bug Report on Answerhub

Dynamic Shadows are not Rendering Properly:

  1. Is the Directional Light in the project set to Movable?
  2. Create a Bug Report on Answerhub

Materials not Showing Correctly:

  1. Materials for Mobile Platforms
  2. Create a Bug report on Answerhub

Android Missing .so File

Android missing .so file to launch or package (ERROR: Can’t make an APK without the compiled .so [C:Program FilesEpic Games4.6EngineBinariesAndroidUE4Game-x86-es2.so])

  1. Solution: Open Project Setting and in Platforms/Android/Build uncheck «Support x86»
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Touch Events Cause Crash

Error that caused crashes on Android when Touch events were called too early

  1. Solution: Issue was fixed in 4.6.1
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Load UAnimBlueprint Crash

Load UAnimBlueprint crash on Android device

  1. Solution: bDontLoadBlueprintOutsideEditor= false
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Unimplemented OpenGL ES API

Galaxy S3 mini: called unimplemented OpenGL ES API

  1. Solution: Galaxy S3 mini is not supported
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

AutomationTool Unable to Run

Packaging (Android (All)): BUILD FAILED AutomationTool was unable to run successfully.

  1. Solution: http://www.youtube.com/watch?v=e9YApCIx18Q
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Error Exporting to Android

Error Exporting to Android Platform (Software Development Kit (SDK) not found. Please intall the SDK for the Android target platform)

  1. Solution: Make sure nvpack is properly installed
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Orientation Trouble

Incorrect Orientation for Download Background

  1. Solution: Replace the image with a 1280×720 image. Copy the downloader_progress.xml in Engine/Build/Java/res/layout to your project’s Build/Android/res/layout (make the directories as needed). Edit downloader_progress.xml and change the orientation=»vertical» to «horizontal».
  2. Similar Answerhub issue.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Launch Failure

Andriod Launch Failure (The system cannot find the path specified.)

  1. Solution: Try to reinstall the Android SDK. If you have not previously done so, you can find documentation here on how to set it up: https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/1/index.html
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

Asus Transformer TF700T: Screen Garbled on Deploy

Asus Transformer TF700T is recognized by the engine, but when pushing to deploy the screen on the tablet looks garbled.

  1. Solution: Disabled Mobile HDR and Use Android DXT
  2. Search the Answerhub for similar issues.
  3. Post your issue on the Answerhub (We will need the following information).
    • Crash logs
    • dxdiag
    • Engine version
    • The exact type of mobile device (Example: Samsung Galaxy S3)
    • The exact version of the Operating System being used on the device
    • Can it be reproduced in a clean project?
    • If it can be reproduced, we will need a detailed list of steps to reproduce the issue on our end

iOS

**When building on a Windows machine, you are going to need to have iTunes available**

Build Failing:

  1. Did you ‘Trust’ your PC on the iOS device?
  2. Did you ‘Trust’ the device on your PC via iTunes?
  3. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  4. Do the Provisions and/or Certificate section have red x’s or green checks?
  5. Are you able to recreate this issue on a Blank Template Project?
  6. Create a Bug report on the Answerhub (See Creating a Bug Report below)

Not Deploying to the Device:

  1. Did you ‘Trust’ your PC on your iOS device?
  2. Did you Trust the device on your PC, via iTunes?
  3. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  4. Do the Provisions and/or Certificate section have red x’s or green checks?
  5. Are you able to recreate this issue on a Blank Template Project?
  6. If it is still occurring:
    • Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Crashing Once Deployed to the Device:

  1. Would you be able to replicate this issue on a blank template project?
    • If so, could you provide steps to reproduce the issue?
  2. Would you be able to provide the logs from the device? (See below for how to acquire the logs needed)
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Screen is Black, but Analogs are Showing:

  1. Have you built your lighting/lightmass?
  2. Make sure your Default/Startup Map is set correctly in ‘Project Settings’
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Dynamic Shadows not Rendering Properly:

  1. Change Directional light from ‘Stationary’ to ‘Movable’
  2. Character has ‘Cast Dynamic Shadow’ checked
  3. Have you built lighting?

Materials or Textures rendering Black or Splotchy

  1. What is the normal intensity of your material?
  2. Are the texture samples formatted correctly for mobile?
  3. Uncheck the ‘Allow Static Lighting for Normal Maps’ within the ‘Project Settings’

Mac

Android

Currently, Mac is unable to deploy to Android devices.

iOS

Build Failing:

  1. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  2. Do the Provisions and/or Certificate section have red x’s or green checks?
  3. Are you able to recreate this issue on a Blank Template Project?
  4. Create a Bug report on the Answerhub (See Creating a Bug Report below)

Not Deploying to the Device:

  1. Have you entered your Provisions and/or Certificate in the Project Settings>iOS section?
  2. Do the Provisions and/or Certificate section have red x’s or green checks?
  3. Are you able to recreate this issue on a Blank Template Project?
  4. Create a Bug report on the Answerhub (See Creating a Bug Report below)

Screen is Black, but Analogs are Showing:

  1. Have you built your lighting/lightmass?
  2. Make sure your Default/Startup Map is set correctly in ‘Project Settings’
  3. Create a Bug Report on the Answerhub. (See ‘Creating a Bug Report’ below)

Dynamic Shadows not Rendering Properly:

  1. Change Directional light from ‘Stationary’ to ‘Movable’
  2. Character has ‘Cast Dynamic Shadow’ checked
  3. Have you built lighting?

Materials or Textures rendering Black or Splotchy

  1. What is the normal intensity of your material?
  2. Are the texture samples formatted correctly for mobile?
  3. Uncheck the ‘Allow Static Lighting for Normal Maps’ within the ‘Project Settings’

Linux

Android

iOS

Additional Information

Creating a Bug Report

  • Is the mobile device Android or iOS?
  • What is the exact device they are using and what version is that device on?
  • Would you be able to reproduce this issue on a Blank Template Project?
  • What version of the Engine are you using and is that version a binary or source build?
  • What engine version did you first see this error occurring?
  • Would you be able to reproduce this issue on a blank template project?
  • If there is a crash, would it be occurring when opening the application on the device of while packaging the project?
  • Be sure to include any build failed logs or any logs that may help to understand what may be occurring.
  • If the application is crashing on an Android device, include the Monitor Logs. (Need to add a link for how to obtain the monitor logs)

How to get logs off of an iOS device

Windows:

  • Open iPhonePackager (Engine/Binaries/DotNET/IOS)
  • Select a uproject file (Optional)
  • Select the Advance Tools tab
  • Select Other Deployment Tools…
  • Select Backup Documents…
  • Select the IPA for the game you wish to get a log for
  • The documents directory data will then be copied to Engine/Binaries/DotNET/IOS/IOS_Backups or GameDir/IOS_Backups if a uproject was selected
  • The log can then be found at IOS_Backups/Game/Saved/Logs

Mac:

  • Open Xcode (Install Xcode if you have not already)
  • Open Window|Devices
  • Select the device you want to get the log off of
  • Select the app you want to get the log from
  • Select the gear icon under the app list
  • Select Download Container
  • Select a location for the container file
  • Navigate to the file via Finder
  • Right click and select Show Package Contents
  • Navigate to the location of the log (AppData/Documents/Game/Saved/Logs/)

I want to start producing Android apps using the Unreal engine, but I ran into a couple of difficulties during the tests.

The first thing I wanted to try is whether I can package this apk at all. I did all the things prescribed by the description,
(I installed that android studio, downloaded and installed the necessary elements, added java, etc…)

I ran into this error message while packing, and I can’t solve it. Could someone possibly help?

Log:

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: SCW 5 Queued Jobs, Finished 0 single jobs
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 0 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamm
a32Skylight' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 1 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassVSTLightMapPolicyLQLDRGamma32/0:/Engine/Private/MobileBasePassVertexShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassVSTLightMapPolicyLQLDRGamma32' '/Engine/Private/MobileBasePassVertexShader.usf' Entry 'Main' 
Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 2 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFNoLightMapPolicy0LDRGamma32/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFNoLightMapPolicy0LDRGamma32' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' 
Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 3 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirect
PolicyINT32_MAXLDRGamma32Skylight' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogShaderCompilers: Error: Job 4 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy
INT32_MAXLDRGamma32Skylight' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
PackagingResults: Error: SCW 5 Queued Jobs, Finished 0 single jobs
PackagingResults: Error: Job 0 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicy0LDRGamma32Skylight' '/Engine/Private/MobileBasePassPixelShader.us
f' Entry 'Main' Permutation 0
PackagingResults: Error: Job 1 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassVSTLightMapPolicyLQLDRGamma32/0:/Engine/Private/MobileBasePassVertexShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassVSTLightMapPolicyLQLDRGamma32' '/Engine/Private/MobileBasePassVertexShader.usf' Entry 'Main' Permutation 0
PackagingResults: Error: Job 2 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFNoLightMapPolicy0LDRGamma32/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFNoLightMapPolicy0LDRGamma32' '/Engine/Private/MobileBasePassPixelShader.usf' Entry 'Main' Permutation 0
PackagingResults: Error: Job 3 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileMovableDirectionalLightAndSHIndirectPolicyINT32_MAXLDRGamma32Skylight' '/Engine/Private/Mobile
BasePassPixelShader.usf' Entry 'Main' Permutation 0
PackagingResults: Error: Job 4 [Single] OmniHair/FLocalVertexFactory/TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicyINT32_MAXLDRGamma32Skylight/0:/Engine/Private/MobileBasePassPixelShader.usf VF 'FLocalVertexFactory' Type 'TMobileBasePassPSFMobileDistanceFieldShadowsAndLQLightMapPolicyINT32_MAXLDRGamma32Skylight' '/Engine/Private/MobileBasePa
ssPixelShader.usf' Entry 'Main' Permutation 0
LogAudioMixer: Resetting audio stream to device id 
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogOutputDevice: Warning:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   Script Stack (0 frames):
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1236]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: Shader Compiling thread exception:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 358]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: ShaderCompileWorker crashed!
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:     Fatal error!
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff97184cd29 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff92707d066 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9270807a8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff926d8e8cd UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff90510a5d6 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9050f2483 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff90511eb58 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9050ebd1c UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff905129947 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff92709898b UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff927091620 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff9732174b4 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: [Callstack] 0x00007ff973d826a1 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):   LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1236]
PackagingResults: Error: Shader Compiling thread exception:
PackagingResults: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 358]
PackagingResults: Error: ShaderCompileWorker crashed!
PackagingResults: Error:     Fatal error!
PackagingResults: Error: [Callstack] 0x00007ff97184cd29 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff92707d066 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9270807a8 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff926d8e8cd UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff90510a5d6 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9050f2483 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff90511eb58 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9050ebd1c UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff905129947 UE4Editor-Engine.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff92709898b UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff927091620 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9732174b4 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff973d826a1 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Took 148,725105s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: Cook failed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)):        (see C:UsersTamásAppDataRoamingUnreal EngineAutomationToolLogsD+EpicGames+gam+UE_4.26Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

I tried completely re-downloading all the required items.
I started a completely new project and it still runs into this error.

Аватара пользователя

Пользователь

Сообщения: 5

когда собираю проект появляется ошибка. ругается на NDK. все пути на sdk/ndk/ant/jdk вписаны правильно, keystore вписал
не могу понять причину ошибки
UnrealBuildTool:
UnrealBuildTool: ==== Writing new GameActivity.java file to D:projectMyProject7Intermediate/Android/APKsrccomepicgamesue4GameActivity.java ====
UnrealBuildTool: Preparing native code for debugging…
UnrealBuildTool: UnrealBuildTool Exception: ERROR: D:/NDK/NVPACK/android-ndk-r12b/ndk-build.cmd failed with args APP_ABI=»armeabi-v7a » NDK_DEBUG=1
CommandUtils.Run: Run: Took 41,4808687s to run UnrealBuildTool.exe, ExitCode=5
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:Program Files (x86)Epic Games4.13EngineBinariesDotNETUnrealBuildTool.exe MyProject7 Android Development -prepfordeploy -project=»D:projectMyProject7MyProject7.uproject» -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.11.29-10.37.40.txt’
в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
в AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
в AndroidPlatform.PostBuildTarget(UE4Build Build, FileReference UProjectPath, String TargetName, String Config)
в AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
в AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
в BuildCookRun.DoBuildCookRun(ProjectParams Params)
в AutomationTool.BuildCommand.Execute()
в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
в AutomationTool.Automation.Process(String[] Arguments)
в AutomationTool.Program.MainProc(Object Param)
в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
в AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=5 (5)
BUILD FAILED

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Сообщения: 4068

установи SDK как оно есть по умолчанию, никаких ключей на этапе когда твой проект имеет имя «Project7» не понадобится, сделай настройки как на скринах —

viewtopic.php?f=28&t=3250

$begingroup$

Android Launch error
My sdk settings:

enter image description here

enter image description here

LogPlayLevel: UnrealBuildTool: Preparing native code for debugging...
!LogPlayLevel: UnrealBuildTool: UnrealBuildTool Exception: ERROR: D:/Program Files/NDK/NVPACK/android-ndk-r12b/ndk-build.cmd failed with args APP_ABI="arm64-v8a " NDK_DEBUG=1
LogPlayLevel: CommandUtils.Run: Run: Took 36,7394016s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Vaillancourt's user avatar

Vaillancourt

16k17 gold badges53 silver badges61 bronze badges

asked Dec 12, 2016 at 7:53

marvel's user avatar

$endgroup$

1

$begingroup$

I had the same problem when I ‘am trying to deploy my game on my tablet android 5.1 (API 22) so this is what I did :
— Project Settings > Android >
— check Support arm64 [aka arm64-v8a]

enter image description here

just that and then I had the Gradle problem I just unchecked the «Enable Gradle Instead of Ant»

enter image description here

Hope this helps :)

answered Dec 26, 2017 at 9:55

Dhia's user avatar

$endgroup$

$begingroup$

Sometimes it depends on the sequence of the installation. In my case I have to install the NDK first and Unreal later.

The other thing you can do is to check your environment variables if the NDK variables are there or not. If present then clear all location values from SDK config and try to build again that should work.

answered Dec 13, 2016 at 15:10

Himanshu Chaudhary's user avatar

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3

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