Unreal engine sdk error

Такую же ошибку получаю при попытке создать новый проект под с++:

Такую же ошибку получаю при попытке создать новый проект под с++:

An error occurred while trying to generate project files.

При этом Студия 19 установлена и компоненты для UE тоже выбраны были при установке.

Может что-то пропустил из компонентов нужных?

>ERROR: Windows SDK must be installed in order to build this target.

Не поверишь, но тебе надо установить Windows SDK

PANDA
> Не поверишь, но тебе надо установить Windows SDK

Ставиться через visual studio installer в разделе individual components, который у тебя уже должен был установиться вместе со студией.

martiandweller
> Ставиться через visual studio installer в разделе individual components,
> который у тебя уже должен был установиться вместе со студией.

Пакет SDK для Windows 10 (10.0.18362.0)
и
Универсальная среда выполнения C для Windows

он вероятно просит SDK вин 8, который с 2019 студией уже не ставится.
зато он есть в 2017. а с установить его ручками и чтоб UBT поняла что он есть у меня уже не получалось, поэтому самый простой выход поставить еще vs2017.

Sn_a_ke
спасибо, буду пробовать

vkd
> Пакет SDK для Windows 10 (10.0.18362.0)
Да оно, любую минорную версию.
Там вроде будет ругаться на нехватку чего-то еще при генерации проекта, ставиться так-же.

Sn_a_ke
> он вероятно просит SDK вин 8, который с 2019 студией уже не ставится.
Нет. Походу в установщике что-то накрутил. Я второй раз слышу, что люди ставят галку «Разработка игр на с++», но sdk не ставится.

Источник

Содержание

  1. UEngine.Ru
  2. Компиляция проекта
  3. Setting Up Android SDK and NDK for Unreal
  4. How to set up your Android development environment for Unreal 4.25 and later
  5. Recommended Setup
  6. 1. Installing Android Studio
  7. 2. Setting Up Android Studio for First-Time Use
  8. Finalizing Android Studio Installation on Your OS
  9. 3. Setting Up Android NDK
  10. Manually Targeting SDK Paths
  11. Android SDK and NDK Compatibility
  12. РЕШЕНО | Ошибки при попытке построить проект в Unity, что делать?
  13. Download the NVIDIA DLSS SDK
  14. Download the Unreal Engine Plugin
  15. Download Unity 2022.2 Beta
  16. NVIDIA Developer Program
  17. Contact Us

UEngine.Ru

Русскоязычное сообщество Unreal Engine 4

Компиляция проекта

spacer

file.php?avatar=g2 1427074720

usermgi

file.php?avatar=g2 1427074720

usermgi

WARNING: Visual Studio 2017 is installed, but is missing the C++ toolchain. Please verify that the «VC++ 2017 toolset» component is selected in the Visual Studio 2017 installation options.
PackagingResults: Warning: Visual Studio 2017 is installed, but is missing the C++ toolchain. Please verify that the «VC++ 2017 toolset» component is selected in the Visual Studio 2017 installation options.

ERROR: Visual Studio 2017 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2017 must be installed in order to build this target.

file.php?avatar=4721 1464991337

usermgi

а они блюпринты на чём сделаны?

проверьте все ли необходимы компоненты включены
_________________
Project SKIT

file.php?avatar=2035 1451490169

usermgi

у меня в 4.11, у меня проект паковался вообще без установки студии.

file.php?avatar=9914 1495931029

usermgi

Паковаться вроде с Visual Studio стало, если я не ошибаюсь, где то начиная с версии 4.18 при включении плагинов. Если используешь к примеру разрушаемые объекты, то нужно было включить плагин. И требовалась Visual Studio.

Где то даже на форуме обсуждалась эта тема.

По моему он здесь ругается что не установлен C++. Хотя может. не знаю. Студия устанавливается, но по умолчанию C++ не устанавливается. Его либо нужно дополнительно устанавливать, либо при установке VS галочку ставить.

Сейчас этот форум просматривают: нет зарегистрированных пользователей и гости: 13

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Setting Up Android SDK and NDK for Unreal

How to set up your Android development environment for Unreal 4.25 and later

Unreal Engine 4.25 and later uses the Android Software Development Kit (SDK) distributed with Android Studio for all essential Android development components, including the Android Native Development Kit (NDK). This page provides a walkthrough for setting up Android Studio and ensuring that Unreal Engine recognizes these components correctly, and some troubleshooting tips for managing NDK installations and earlier engine builds.

Recommended Setup

You should make sure that the Unreal Editor and the Epic Games Launcher are both closed to ensure that there are no problems with either the installation of NDK components or setting your environment variables for the engine.

If you are upgrading from Unreal 4.24 or earlier, we recommend that you uninstall CodeWorks for Android and any existing NDK components, and delete the folder CodeWorks was installed to. Otherwise, Android Studio will continue to use the previous CodeWorks installation folder for SDK updates.

The default installation directory for CodeWorks is C:/NVPACK. Make sure this folder is deleted when you finish uninstalling CodeWorks.

If you need to support an earlier installation of Unreal Engine while also maintaining an installation of Unreal 4.25 or later, refer to the sections on Manually Targeting SDK Paths and Android NDK Compatibility below.

1. Installing Android Studio

Before setting up the required SDK and NDK components on your computer, you need to install Android Studio.

Refer to Android Development Requirements for information about which Android Studio and NDK versions are compatible with your current version of Unreal Engine.

Navigate to the Android Studio Archive in your web browser. Scroll down to Android Studio 4.0, click to unfold the dropdown, and download the appropriate installer or zip file for your operating system.

AndroidStudio Download

Click image for full size.

Run the Android Studio installer. In the Welcome to Android Studio Setup dialog, click Next to continue.

AndroidStudio Step1 2

Click image for full size.

In the Choose Components dialog, click Next to continue. You can leave the default components enabled.

AndroidStudio Step1 3

Click image for full size.

In the Configuration Settings dialog, select an appropriate install location and click Next to continue. We recommend using the default location.

AndroidStudio Step1 4

Click image for full size.

In the Choose Start Menu Folder, click Install to begin the installation process.

AndroidStudio Step1 5

Click image for full size.

When the installation finishes, click Next to begin setting up components.

AndroidStudio Step1 6

Click image for full size.

When setup completes, make sure the Start Android Studio box is checked and click Finish to exit the installer.

2. Setting Up Android Studio for First-Time Use

When you start your new install of Android Studio for the first time, follow these steps:

When the Import Android Studio Settings dialog appears, select do not import settings, then click OK to continue.

AndroidStudio Step2 1

When the Data Sharing dialog appears, choose whether or not you want to send usage statistics to Google. This is an option you may choose at your discretion, and either choice will continue to the next step.

AndroidStudio Step2 2

Click image for full size.

The Android Studio Setup Wizard will appear. Click Next to continue. If you are prompted for an update, click the X button to dismiss the prompt, as you need to specifically install version 3.5.3.

AndroidStudio Step2 3

Click image for full size.

In the Install Type dialog, select Custom and click Next.

AndroidStudio Step2 4

Click image for full size.

In the Select UI Theme dialog, choose your preferred theme and click Next.

AndroidStudio Step2 5

Click image for full size.

In the Verify Settings dialog, check to make sure that you are using the default SDK path. Click Finish to finalize your setup and begin downloading components.

AndroidStudio Step2 6

Click image for full size.

If you do not use the default SDK path, it is possible for SetupAndroid.bat to fail during a later step, as it will be unable to locate needed files.

When components are finished downloading, click Finish again to end setup.

Finalizing Android Studio Installation on Your OS

If you are on Windows, restart your computer.

If you are on Linux, close your terminal window and reopen it.

If you are on MacOS, you can either close your terminal window and reopen it, or log out and log back in.

3. Setting Up Android NDK

Open Engine/Extras/Android.

Inside this directory, run the SetupAndroid script appropriate for your operating system. SetupAndroid.bat is for Windows, SetupAndroid.command is for Mac, and SetupAndroid.sh is for Linux.

AndroidStudio SetupAndroidFolder

Click image for full size.

You will be prompted to accept the Android SDK license agreement. Type Y and press Enter to accept.

AndroidStudio Step3 4

Click image for full size.

When the installation completes, press any key to dismiss the command prompt.

Restart your computer for all changes to take effect.

This script will download and install the required version of Android NDK for you in your Android home directory. The install directory for NDK should be C:/Users/[Username]/AppData/Local/Android/SDK/ndk/, where «username» is your login name for your computer. You should see a folder containing the required NDK version.

In the event that you receive an error stating that repositories.cfg cannot be loaded, navigate to the folder where it is expected (usually C:/Users/[Username].android/repositories ) and create an empty repositories.cfg file. Android setup should then proceed normally.

If you receive an error stating that a package called lldb;3.1 could not be loaded, open the SetupAndroid script with a text editor, and locate the line of code that reads:

Manually Targeting SDK Paths

If you followed the above how-to sections correctly, Unreal Engine will automatically associate the SDK paths for the Android SDK, the current Android NDK version, and the Java Development Kit (JDK). However, if you are using an earlier version of the Unreal Engine alongside Android Studio, you may need to manually target your SDK paths to be compatible. This is most likely to be the case if you have an installation of Unreal Engine alongside an earlier version that used CodeWorks.

Do not install CodeWorks and Android Studio at the same time, otherwise you will receive errors. If you need to support an earlier version of Unreal Engine alongside 4.25 or later, use the Android Studio setup in this document, then follow the instructions in this section.

You can find the SDK paths by opening Edit > Project Settings, navigating to the Platforms > Android > Android SDK section.

AndroidManualNDK

When these fields are left blank, they fall back on a set of default paths used by the installation process in the previous sections. If you have multiple installations of these components, or have installed them in non-standard directories, you can manually provide their paths here. Alternatively, you can open DefaultEngine.ini and provide them under the [/Script/AndroidPlatformEditor.AndroidSDKSettings] section.

Android SDK and NDK Compatibility

The following table shows which NDK and Android Studio versions are required or compatible with different versions of Unreal Engine.

Источник

РЕШЕНО | Ошибки при попытке построить проект в Unity, что делать?

(Я новичок в Unity)
(Версия юнити: 2020.3.5f1)
При попытке построить проект в Unity появляются следующие ошибки:

FAILURE: Build failed with an exception.

* Where:
Build file ‘C:UsersСлаваCircle GameTempgradleOutlauncherbuild.gradle’ line: 3

* What went wrong:
A problem occurred evaluating project ‘:launcher’.
> Failed to apply plugin [id ‘com.android.internal.application’]
> Your project path contains non-ASCII characters. This will most likely cause the build to fail on Windows. Please move your project to a different directory. See b.android.com/95744 for details. This warning can be disabled by adding the line ‘android.overridePathCheck=true’ to gradle.properties file in the project directory.

BUILD FAILED in 13s

FAILURE: Build failed with an exception.

* Where:
Build file ‘C:UsersСлаваCircle GameTempgradleOutlauncherbuild.gradle’ line: 3

* What went wrong:
A problem occurred evaluating project ‘:launcher’.
> Failed to apply plugin [id ‘com.android.internal.application’]
> Your project path contains non-ASCII characters. This will most likely cause the build to fail on Windows. Please move your project to a different directory. See b.android.com/95744 for details. This warning can be disabled by adding the line ‘android.overridePathCheck=true’ to gradle.properties file in the project directory.

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Download the NVIDIA DLSS SDK

NVIDIA DLSS SDK 2.3

NVIDIA DLSS SDK 2.3 is now available for download. New features include:

A: The DLSS SDK is meant for integrating directly into a proprietary / custom engine. The DLSS Unreal Engine plugin and DLSS Unity integration have verified integrations to ease DLSS development startup.

A: We have two DLSS DLL’s packaged in the SDK; a Development DLL and a Release DLL. The Development DLL will enable testing and debugging. Once development is complete, please use the Release DLL for shipping.

Download the Unreal Engine Plugin

Unreal Engine Plugin
Operating Systems Windows 10 64-bit
DirectX End-User Runtimes (June 2010)
Dependencies NVIDIA RTX GPU
NVIDIA DLSS SDK requires R470 driver or newer.
Development Environment Visual Studio 2017 v15.6 or later
Engine Support Unreal Engine 4.26
Unreal Engine 4.27
Unreal Engine 5

NVIDIA DLSS Unreal Engine Plugin

NVIDIA DLSS is now available through Unreal Engine 5, 4.27, 4.26. New features include:

A: There are multiple items that can cause the DLSS dropdown menu tool to not be visible. To ensure your machine and project are both fully supported, please verify that the following guidelines are met.

DLSS support can be verified by searching in the UE4 log files for “LogDLSS: NVIDIA NGX DLSS supported 1” and related messages. If you still do not see the dropdown menu tool, please email us at DLSS-Support@nvidia.com.

A: Yes, the NVIDIA DLSS Plugin is available to all for Unreal Engine 4.26. However, non-plugin versions of DLSS are available through a standalone SDK, available through the DLSS Developer Access Program as well as standalone DLSS integrations for 4.24.3 to 4.26 support.

A: The NVIDIA DLSS Plugin is available for use with Unreal Engine 4.26. If you are running off of a 4.26 point release (I.E. 4.26.1), please be sure to pull the corresponding plugin version for the engine you’re running.

A: NVIDIA provides the DLSS Plugin also within the NvRTX 4.26 branch. This will require you to download, install, and build the source locally before being able to use the plugin. To learn more on gaining access to NvRTX, please visit our Unreal Engine Developer Program.

A: The previous plugin supported 4.26.0 and with the latest update, the DLSS plugin supports up to 4.26.1. Please download the plugin package again and be sure to pull the corresponding plugin version for the engine you’re running. (I.E. Use the DLSS-Plugin-4.26.1 plugin if you’re using Unreal Engine 4.26.1)

A: DLSS workload occurs in the same spot as TAAU in the pipeline. Due to this, DOF differences are expected. Please refer to the Unreal Engine documentation for more details.

A: DLSS workload occurs in the same spot as TAAU in the pipeline. Due to this, post processing material differences can occur. Please refer to the “View Size and Render Target Size” and “Post Process Material after Temporal Upsample” sections of Unreal Engine documentation for more details.

A: The DLSS Plugin is compatible with VR Supported Unreal Engine Apps.

A: NVIDIA now has Movie Render Queue support for Unreal Engine 4.27. Please refer to the Installation Guide as well as the Quick Start Guide in the UE4.27 DLSS Plugin package to learn more.

A: DLSS requires correct motion vectors to function properly. The r.BasePassForceOutputsVelocity console variable can be used to render motion vectors for all objects, and not just the ones with dynamic geometry. This can be useful if it’s infeasible to e.g. change all meshes to stationary or dynamic.

A: Please report your findings by emailing the NVIDIA DLSS Support Team at DLSS-Support@nvidia.com. When sending your report, please also attach the *.log files from SavedLogs so we may better assist you.

A: VRS can potentially render parts of the basepass, including motion vectors with reduced resolution. However, NVIDIA DLSS requires accurate, per pixel motion vectors in order to achieve good image quality. We recommend turning of VRS when DLSS is active.

For Unreal Engine 4.26, this does not contain the cvar r.VRS.Enable, but could be approximated by adding this to the DLSSUpscaler.cpp static FAutoConsoleVariableRef CVarNGXDLSSVariableRateShadingOverride(

TEXT(«Console variable override for GRHISupportsVariableRateShading to conditionally allow turning Variable Rate Shading on/off at runtime when DLSS is active»),

Download Unity 2022.2 Beta

Unity 2022.2 Beta
Operating Systems Windows 10 64-bit
DirectX End-User Runtimes (June 2010)
Dependencies NVIDIA RTX GPU
NVIDIA DLSS SDK requires R455 driver or newer.
Development Environment Visual Studio 2017 v15.6 or later
Engine Support Unity 2022.2 Beta
High Definition Render Pipeline (HDRP) Compatible Only

NVIDIA DLSS is now available through Unity 2022.2 Beta.

NVIDIA Developer Program

Access all the tools and training critical to accelerating applications on NVIDIA technology platforms.

For inquiries regarding the plugin or for general support, please reach out to us via our support alias.

Источник

Troubleshooting common problems with the Unreal Engine Avatar SDK.

Crashes on built applications — Missing materials error

A common cause of crashes on built applications using the Ready Player Me SDK is missing files or folders, such as the glTFRuntime materials.

To fix this, adjust the packaging settings.

  1. 1.

    Go to Edit > Project Settings > Packaging.

  2. 2.

    Expand the Packaging section and look for Additional Asset Directories to Cook. Alternatively, you can search for this setting from the top of the Project Settings window.

  3. 3.

    Add the /ReadyPlayerMe and /glTFRuntime folders as shown below.

Errors on Blueprint projects

While we recommend using a C++ project (or converting your Blueprint project to a C++ project), it is possible to work with the plugin on a Blueprint Only project. If you are having issues integrating the SDK into your Unreal Blueprint project, here are some things to note.

  • There are separate versions of the plugin for Blueprint projects. Check in the Blueprint Only folder

    here

    and select the version that matches your Unreal Engine version.

  • For Blueprint Only projects the plugin needs to be installed into the specific engine, check out how to do an Engine Install

    here

    .

Unable to compile or open a C++ project

When importing the plugin into your Unreal C++ project, you should extract the plugin Zip file into the PROJECT_NAME/Plugins directory. If the directory doesn’t exist, create it.

If you encounter errors that prevent you from compiling, the most common fix is to remove all generated files/folders and perform a clean build, as follows.

  1. 1.

    Insider your project, delete the folders Binaries, Intermediate, and Saved.

  2. 2.

    Delete the [PROJECT_NAME].sln file (if using Visual Studio) .

  3. 3.

    Delete the Binaries and Intermediate folders inside the plugin folders Plugins/glTFRuntime, Plugins/ReadyPlayerMe.

  4. 4.

    Navigate back to the project root folder, right-click the [PROJECT_NAME].uproject file, and select Generate Visual Studio Project Files.

If this does not fix your issues, you can open the .sln file and try debugging the issue, or contact us at

[email protected]

with an email explaining your issue.

Animation is not playing on character in packaged builds

If animations are not playing after you load a packaged build, this is likely because the character blueprint is not set up correctly.

  1. 1.

    Check the AnimClass property on your blueprints SkeletalMeshComponent.

  2. 2.

    Set your AnimClass to the animation blueprint you want to use. You must set this in the editor before running the application.

Significant lag when loading avatars at runtime

This is currently a known limitation to the free 3rd party glTFRuntime plugin used for handling the import of gltf/glb files both in the editor and at runtime. They are actively working on improvements. Feel free to contact their amazing developers on the discord server

here

.

Unreal SDK 0.17.0 breaking changes

Due to major changes to the architecture and classes in the 0.17.0 update, you may see some errors after updating the plugin. The errors and suggested solutions are shown below.

Several helper functions have been removed.

  • For the helper functions that validated the url, make sure the URL string is not empty.

  • For the functions that created glTFRuntime configs, you need to create the configs manually. However, you shouldn’t be using glTFRuntimr configs manually as the ReadyPlayerMeComponent provides most of the functionality you will need.

  • For the helper functions that changed the morph targets, use the SkeletalMeshComponent->SetMorphTarget function directly.

The ReadyPlayerMeActorComponent has been renamed to ReadyPlayerMeComponent. This might introduce issues in the existing projects, where the component may be broken and not show any details. The safest way of fixing this issue is to recreate the actor blueprint where the component was included. Just renamaing the component in the code might not work.

If the comonent was included in the code, you might need to do the following.

  1. 1.

    Remove the component from the code.

  2. 3.

    Save the blueprint of the actor that contained the component.

  3. 4.

    Re-add the component in the code.

  4. 5.

    Compile the project again.

The RunAvatarSetup function has been renamed to LoadAvatar. To fix the broken blueprint, replace the RunAvatarSetup blueprint function with the LoadAvatar.

Unreal SDK 0.18.0 breaking changes

The OnLoadCompleted callback parameter has been added to the LoadAvatar and LoadNewAvatar functions in the ReadyPlayerMeComponent.

The avatar caching logic has changed. If you enabled avatar caching, this change will affect you. The directory where the avatar model is cached will contain a subdirectory where the model is saved. This change supports caching the same avatar with the different Avatar Configurations. You might need to delete the generated PersistentDownloadDir directory.

In ReadyPlayerMeAvatarLoader an AvatarConfig parameter has been added to the LoadAvatar function. This change will not affect you if you use the ReadyPlayerMeComponent.

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

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