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Could I get some help with successfully deploying to Android?

Hi, I have installed VS 2013 Pro and the full Android environment. When i launch unreal and select new project i can deploy fine to my nexus7 if its a blueprint project template, any project with c++ next to it fails to deploy.

  1. When I pick a c++ project it takes me to VS, where i compile it and run it in order to open the Unreal Editor.

  2. I select launch and my nexus7 is listed as a valid device, i select it. (making sure my nexus7 is ready)

  3. It begins building game for launch on nexus 7....and fails.

This is the log.

LogInit:Display: Running engine for game: codeSideScroller LogInit: Version: 4.0.1-2027741+++depot+UE4-Releases+4.0 LogInit: Compiled (64-bit): Mar 17 2014 00:23:11 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.0 LogInit: Command line: LogInit: Base directory: C:/Unreal4/Unreal Engine/4.0/Engine/Binaries/Win64/ LogTaskGraph: Started task graph with 3 named threads and 4 total threads. LogOnline:Warning: No default platform service specified for OnlineSubsystem LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. LogInit: Object subsystem initialized LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogInit: Computer: ROAMER LogInit: User: john LogInit: CPU Page size=4096, Cores=4 LogInit: High frequency timer resolution =3.417966 MHz LogInit: Memory total: Physical=15.9GB (16GB approx) Pagefile=131056.1GB Virtual=131072.0GB LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 780 (Feature Level 11_0) LogD3D11RHI: Adapter has 2963MB of dedicated video memory, 0MB of dedicated system memory, and 8163MB of shared system memory LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0) LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation enabled LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogContentStreaming: Texture pool size is 0.000000MB LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogTargetPlatformManager:Display: Building Assets For Windows LogTargetPlatformManager:Display: Building Assets For Windows LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.04s 51MB C:/ProgramData/Epic/Engine/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/ProgramData/Epic/Engine/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/john/Documents/Unreal Projects/codeSideScroller/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp. LogDerivedDataCache: Using Local data cache path C:/ProgramData/Epic/Engine/DerivedDataCache: Writable LogModuleManager:Warning: Found module file ../../../Engine/Plugins/Experimental/SlateComponentWrappers/Binaries/Win64/UE4Editor-SlateComponentWrapperEditor.dll (version 1 0 0 44392), but it was incompatible with the current engine version (4 0 0 0). This is likely a stale module that must be recompiled. LogModuleManager:Warning: Found module file ../../../Engine/Plugins/Experimental/SlateComponentWrappers/Binaries/Win64/UE4Editor-SlateComponentWrapperRuntime.dll (version 1 0 0 44392), but it was incompatible with the current engine version (4 0 0 0). This is likely a stale module that must be recompiled. LogMeshUtilities: No automatic mesh reduction module available LogMeshUtilities: No automatic mesh merging module available LogEnum:Warning: Enum Text 1 for Enum ECustomDepth failed to resolve to any value LogEnum:Warning: Enum Text 3 for Enum EEarlyZPass failed to resolve to any value LogEnum:Warning: Enum Text 1 for Enum EClearSceneOptions failed to resolve to any value LogEnum:Warning: Enum Text 4 for Enum ECompositingSampleCount failed to resolve to any value Warning: Invalid UDP Messaging UnicastEndpoint '' - binding to all local network adapters instead Warning: Invalid UDP Messaging MulticastEndpoint '' - using default endpoint '230.0.0.1:6666' instead UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. LogAssetRegistry: FAssetRegistry took 0.011463 seconds to start up SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled BlueprintLog: New page: Editor Load LogObj: 21647 objects as part of root set at end of initial load. LogUObjectAllocator: 4549224 out of 0 bytes used by permanent object pool. LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip): Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime) Resource: (C:/Unreal4/Unreal Engine/4.0/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport) LogEngine: Initializing Engine... LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogDerivedDataCache: Saved boot cache 0.02s 51MB C:/ProgramData/Epic/Engine/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.0.1-2027741+++depot+UE4-Releases+4.0 LogAnalytics: SetUserId 8127fe33b9a4f6ddfff2e99a57df2a46 LogAnalytics: AnalyticsET::StartSession [Rocket.Release] LogInit: Transaction tracking system initialized LogModuleManager:Warning: ModuleManager: Unable to load module '' because the file was not found. LogModuleManager:Warning: ModuleManager: Unable to load module '' because the file was not found. SourceControl: Info Source control is disabled Cmd: MAP LOAD FILE="../../../../../../Users/john/Documents/Unreal Projects/codeSideScroller/Content/Maps/Example_Map.umap" TEMPLATE=0 SHOWPROGRESS=1 WORLDCOMPOSITION=0 LightingResults: New page: Lighting Build MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000001A7CFB6DE0 LogEditorServer: Finished looking for orphan Actors (0.000 secs) Cmd: MAP CHECKDEP MapCheck: New page: Example_Map - 20 Mar 2014 18:50:49 MapCheck: Info ========== Map Check: 0 Error(s), 0 Warning(s), [45.396ms] ========== LogFileHelpers: Loading map 'Example_Map' took 0.188 LogCollectionManager: Loaded 0 collections in 0.000858 seconds LogCrashTracker: Crashtracker disabled due to settings. Cmd: MODE PLACEMENT LogLoad: Full Startup: 4.20 seconds (BP compile: 0.07 seconds) LogTemp: StatMessage Packet has more than 200,000 messages. Ignoring for the presize history. LogAssetRegistry: Asset discovery search completed in 1.222187 seconds LogRenderer:Warning: Reallocating scene render targets to support 1520x1304. LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error= AccessDeniedAccess Denied4AD1EAB7F1BA6760SKitYt9pXWavMmNR7lX4Z3qo6Ajq4E36Nquv+w4Te+tSHzJHHxyoQhmJLFrF1AJ8 LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error= AccessDeniedAccess Denied28CBBA4D24FEA5F6TDb+BMVbce8+0/9zdpJydRX1d07lPpyhhAiqqKbl4AefvJyhrTabDvHeLtV0EYwZ LogEpicSurvey:Warning: EnumerateFiles request failed. Invalid response. code=403 error= AccessDeniedAccess Denied7ECD0BA04DAEE5B8B4MAPAoJH6dIxefidXfoMLbpagZzU5lb6CaxpyOGwCvlUdpyRU6h+eoxeGzXboWZ LogSavePackage: Save=80.518356ms LogSavePackage: Moving '../../../../../../Users/john/Documents/Unreal Projects/codeSideScroller/Saved//UEDPCExample_Map88777DA841D7DB8E22C0F2BB9B22FBC0.tmp' to '../../../../../../Users/john/Documents/Unreal Projects/codeSideScroller/Saved/Autosaves/Game/Maps/UEDPCExample_Map.umap' LogPlayLevel:Display: Running AutomationTool... LogPlayLevel:Display: Program.Main: Running on WindowsHostPlatform LogPlayLevel:Display: Program.Main: CWD=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET LogPlayLevel:Display: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject -noP4 -platform=Android -clientconfig=Development -serverconfig=Development -nocompile -rocket -build -skipcook -NoCompile LogPlayLevel:Display: Automation.Process: IsBuildMachine=False LogPlayLevel:Display: Automation.Process: ShouldKillProcesses=True LogPlayLevel:Display: Automation.Process: Setting up command environment. LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0 LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder= LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0 LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir= LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion= LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\ LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat. LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat=True LogPlayLevel:Display: CommandUtils.Run: Run: C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat LogPlayLevel:Display: HarvestEnvVars: LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat" LogPlayLevel:Display: HarvestEnvVars: LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>set 1>"C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt" LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.3000167s to run HarvestEnvVars.bat LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319 LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable VS120COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\ LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com LogPlayLevel:Display: CommandEnvironment.LogSettings: Command Environment settings: LogPlayLevel:Display: CommandEnvironment.LogSettings: CmdExe=C:\WINDOWS\system32\cmd.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: CommandEnvironment.LogSettings: HasCapabilityToCompile=True LogPlayLevel:Display: CommandEnvironment.LogSettings: LocalRoot=C:/Unreal4/Unreal Engine/4.0 LogPlayLevel:Display: CommandEnvironment.LogSettings: LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs LogPlayLevel:Display: CommandEnvironment.LogSettings: MountExe=C:\WINDOWS\system32\mount.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com LogPlayLevel:Display: CommandEnvironment.LogSettings: RobocopyExe=C:\WINDOWS\system32\robocopy.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: TimestampAsString=2014-03-20_18.52.44 LogPlayLevel:Display: CommandEnvironment.LogSettings: UATExe=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe LogPlayLevel:Display: Automation.Process: Compiling scripts. LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s). LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\AutomationScripts.Automation.dll LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll. LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll. LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll. LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Mac LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: PS4 LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: IOS LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5 LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Linux LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing AllowSubmit. LogPlayLevel:Display: CommandUtils.InitP4Support: AllowSubmit=False LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing P4Enabled. LogPlayLevel:Display: CommandUtils.InitP4Support: P4Enabled=False LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True LogPlayLevel:Display: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\john\Documents\Unreal Projects\codeSideScroller LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll=False LogPlayLevel:Display: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params LogPlayLevel:Display: ProjectParams.ValidateAndLog: Archive=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\ArchivedBuilds LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Saved\StagedBuilds LogPlayLevel:Display: ProjectParams.ValidateAndLog: Build=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Cook=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Clean= LogPlayLevel:Display: ProjectParams.ValidateAndLog: Client=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientCookedTargets=codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: Compressed=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookFlavor= LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookOnTheFly=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: DedicatedServer=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: DirectoriesToCook= LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTargets= LogPlayLevel:Display: ProjectParams.ValidateAndLog: Foreign=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsCodeBasedProject=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsProgramTarget=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: IterativeCooking=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: LogWindow=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: Manifests=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapToRun= LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoClient=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NumClients=0 LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoDebugInfo=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoCleanStage=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoXGE=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapsToCook= LogPlayLevel:Display: ProjectParams.ValidateAndLog: Pak=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NullRHI=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: FakeClient=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTest=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTests=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTest= LogPlayLevel:Display: ProjectParams.ValidateAndLog: CrashIndex=0 LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProgramTargets= LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: Distribution=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject LogPlayLevel:Display: ProjectParams.ValidateAndLog: Rocket=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Run=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerCookedTargets= LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: ShortProjectName=codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignedPak=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignPak= LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCook=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipPak=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipStage=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: Stage=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSteam=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSlate=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini=True LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini LogPlayLevel:Display: InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False LogPlayLevel:Display: UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. LogPlayLevel:Display: UE4Build.Build: UE4Build: LogPlayLevel:Display: UE4Build.Build: ForceMonolithic: LogPlayLevel:Display: UE4Build.Build: ForceNonUnity: LogPlayLevel:Display: UE4Build.Build: ForceDebugInfo: LogPlayLevel:Display: UE4Build.Build: * UseXGE: LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.6830393s to run UnrealBuildTool.exe LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate/Build/Manifest.xml=True LogPlayLevel:Display: InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml LogPlayLevel:Display: UE4Build.PrepareManifest: Copied UBT manifest to C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: UnrealBuildTool: Compiling with NDK API 'android-19' LogPlayLevel:Display: UnrealBuildTool: Parsing headers for codeSideScroller LogPlayLevel:Display: UnrealBuildTool: Code generation finished for codeSideScroller and took 2.247 LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScroller.h LogPlayLevel:Display: UnrealBuildTool: clang++.exe UELinkerFixupsName.h LogPlayLevel:Display: UnrealBuildTool: clang++.exe UELinkerFixups.cpp LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScrollerGameMode.cpp LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScrollerCharacter.cpp LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScroller.cpp LogPlayLevel:Display: UnrealBuildTool: clang++.exe codeSideScroller-armv7.so LogPlayLevel:Display: UnrealBuildTool: -------- End Detailed Actions Stats ----------------------------------------------------------- LogPlayLevel:Display: UnrealBuildTool: Cumulative action seconds (8 processors): 0.00 building projects, 32.34 compiling, 0.00 creating app bundles, 0.00 generating debug info, 10.98 linking, 0.00 other LogPlayLevel:Display: UnrealBuildTool: UBT execution time: 35.02 seconds LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: Deleting: C:\Users\john\Documents\Unreal Projects\codeSideScroller/Intermediate/Android/APK LogPlayLevel:Display: UnrealBuildTool: Building with SDK API 'android-19' LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: Running: C:\NVPACK\android-sdk-windows/tools/android.bat update project --name codeSideScroller --path . --target android-19 LogPlayLevel:Display: UnrealBuildTool: Updated project.properties LogPlayLevel:Display: UnrealBuildTool: Updated local.properties LogPlayLevel:Display: UnrealBuildTool: Added file C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\build.xml LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: Running: C:\NVPACK\android-ndk-r9c/ndk-build.cmd NDK_DEBUG=1 LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: Running: /c "C:\NVPACK\apache-ant-1.8.2/bin/ant.bat" debug LogPlayLevel:Display: UnrealBuildTool: Buildfile: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\build.xml LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -set-mode-check: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -set-debug-files: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -check-env: LogPlayLevel:Display: UnrealBuildTool: [checkenv] Android SDK Tools Revision 22.3.0 LogPlayLevel:Display: UnrealBuildTool: [checkenv] Installed at C:\NVPACK\android-sdk-windows LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -setup: LogPlayLevel:Display: UnrealBuildTool: [echo] Project Name: codeSideScroller LogPlayLevel:Display: UnrealBuildTool: [gettype] Project Type: Application LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -set-debug-mode: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -debug-obfuscation-check: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -pre-build: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -build-setup: LogPlayLevel:Display: UnrealBuildTool: [getbuildtools] Using latest Build Tools: 19.0.1 LogPlayLevel:Display: UnrealBuildTool: [echo] Resolving Build Target for codeSideScroller... LogPlayLevel:Display: UnrealBuildTool: [gettarget] Project Target: Android 4.4.2 LogPlayLevel:Display: UnrealBuildTool: [gettarget] API level: 19 LogPlayLevel:Display: UnrealBuildTool: [echo] ---------- LogPlayLevel:Display: UnrealBuildTool: [echo] Creating output directories if needed... LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\rsObj LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\rsLibs LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\gen LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes LogPlayLevel:Display: UnrealBuildTool: [mkdir] Created dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\dexedLibs LogPlayLevel:Display: UnrealBuildTool: [echo] ---------- LogPlayLevel:Display: UnrealBuildTool: [echo] Resolving Dependencies for codeSideScroller... LogPlayLevel:Display: UnrealBuildTool: [dependency] Library dependencies: LogPlayLevel:Display: UnrealBuildTool: [dependency] No Libraries LogPlayLevel:Display: UnrealBuildTool: [dependency] LogPlayLevel:Display: UnrealBuildTool: [dependency] ------------------ LogPlayLevel:Display: UnrealBuildTool: [echo] ---------- LogPlayLevel:Display: UnrealBuildTool: [echo] Building Libraries with 'debug'... LogPlayLevel:Display: UnrealBuildTool: [subant] No sub-builds to iterate on LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -code-gen: LogPlayLevel:Display: UnrealBuildTool: [mergemanifest] Merging AndroidManifest files into one. LogPlayLevel:Display: UnrealBuildTool: [mergemanifest] Manifest merger disabled. Using project manifest only. LogPlayLevel:Display: UnrealBuildTool: [echo] Handling aidl files... LogPlayLevel:Display: UnrealBuildTool: [aidl] No AIDL files to compile. LogPlayLevel:Display: UnrealBuildTool: [echo] ---------- LogPlayLevel:Display: UnrealBuildTool: [echo] Handling RenderScript files... LogPlayLevel:Display: UnrealBuildTool: [echo] ---------- LogPlayLevel:Display: UnrealBuildTool: [echo] Handling Resources... LogPlayLevel:Display: UnrealBuildTool: [aapt] Generating resource IDs... LogPlayLevel:Display: UnrealBuildTool: [echo] ---------- LogPlayLevel:Display: UnrealBuildTool: [echo] Handling BuildConfig class... LogPlayLevel:Display: UnrealBuildTool: [buildconfig] Generating BuildConfig class. LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -pre-compile: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -compile: LogPlayLevel:Display: UnrealBuildTool: [javac] Compiling 4 source files to C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -post-compile: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -obfuscate: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -dex: LogPlayLevel:Display: UnrealBuildTool: [dex] input: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes LogPlayLevel:Display: UnrealBuildTool: [dex] Converting compiled files and external libraries into C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\classes.dex... LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -crunch: LogPlayLevel:Display: UnrealBuildTool: [crunch] Crunching PNG Files in source dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res LogPlayLevel:Display: UnrealBuildTool: [crunch] To destination dir: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-hdpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-hdpi\icon.png LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-hdpi\icon.png: 40% size of source) LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-ldpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-ldpi\icon.png LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-ldpi\icon.png: 0% size of source) LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-mdpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-mdpi\icon.png LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-mdpi\icon.png: 0% size of source) LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable-xhdpi\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-xhdpi\icon.png LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable-xhdpi\icon.png: 60% size of source) LogPlayLevel:Display: UnrealBuildTool: [crunch] Processing image to cache: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\res\drawable\icon.png => C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable\icon.png LogPlayLevel:Display: UnrealBuildTool: [crunch] (processed image to cache entry C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\res\drawable\icon.png: 0% size of source) LogPlayLevel:Display: UnrealBuildTool: [crunch] Crunched 5 PNG files to update cache LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -package-resources: LogPlayLevel:Display: UnrealBuildTool: [aapt] Creating full resource package... LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -package: LogPlayLevel:Display: UnrealBuildTool: [apkbuilder] Current build type is different than previous build: forced apkbuilder run. LogPlayLevel:Display: UnrealBuildTool: [apkbuilder] Creating codeSideScroller-debug-unaligned.apk and signing it with a debug key... LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -post-package: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -do-debug: LogPlayLevel:Display: UnrealBuildTool: [zipalign] Running zip align on final apk... LogPlayLevel:Display: UnrealBuildTool: [echo] Debug Package: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\codeSideScroller-debug.apk LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Creating new property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Updating property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Updating property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop LogPlayLevel:Display: UnrealBuildTool: [propertyfile] Updating property file: C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Android\APK\bin\build.prop LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: -post-build: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: debug: LogPlayLevel:Display: UnrealBuildTool: LogPlayLevel:Display: UnrealBuildTool: BUILD SUCCESSFUL LogPlayLevel:Display: UnrealBuildTool: Total time: 12 seconds LogPlayLevel:Display: CommandUtils.Run: Run: Took 50.778905s to run UnrealBuildTool.exe LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel:Display: Program.Main: ERROR: Exception in Android.Automation: Object reference not set to an instance of an object. LogPlayLevel:Display: Stacktrace: at AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config) LogPlayLevel:Display: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity) LogPlayLevel:Display: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel:Display: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel:Display: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel:Display: at BuildCommand.Execute() LogPlayLevel:Display: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) LogPlayLevel:Display: at AutomationTool.Automation.Process(String[] CommandLine) LogPlayLevel:Display: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel:Display: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) LogPlayLevel:Display: at AutomationTool.Program.Main() LogPlayLevel:Display: Program.Main: ERROR: Object reference not set to an instance of an object. LogPlayLevel:Display: copying UAT log files... LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully. LogPlayLevel:Display: BUILD FAILED

LogSavePackage: Save=59.381809ms LogSavePackage: Moving '../../../../../../Users/john/Documents/Unreal Projects/codeSideScroller/Saved//UEDPCExample_MapD50D478C4DF171ECF6CA4C8C140D103D.tmp' to '../../../../../../Users/john/Documents/Unreal Projects/codeSideScroller/Saved/Autosaves/Game/Maps/UEDPCExample_Map.umap' LogPlayLevel:Display: Running AutomationTool... LogPlayLevel:Display: Program.Main: Running on WindowsHostPlatform LogPlayLevel:Display: Program.Main: CWD=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET LogPlayLevel:Display: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject -noP4 -platform=Android -clientconfig=Development -serverconfig=Development -nocompile -rocket -build -skipcook -NoCompile LogPlayLevel:Display: Automation.Process: IsBuildMachine=False LogPlayLevel:Display: Automation.Process: ShouldKillProcesses=True LogPlayLevel:Display: Automation.Process: Setting up command environment. LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT= LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0 LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder= LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe=True LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Unreal4/Unreal Engine/4.0 LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir= LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion= LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013 LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\ LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\ LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat. LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat=True LogPlayLevel:Display: CommandUtils.Run: Run: C:\Users\john\AppData\Local\Temp\HarvestEnvVars.bat LogPlayLevel:Display: HarvestEnvVars: LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat" LogPlayLevel:Display: HarvestEnvVars: LogPlayLevel:Display: HarvestEnvVars: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET>set 1>"C:\Users\john\AppData\Local\Temp\HarvestEnvVars.txt" LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.3250181s to run HarvestEnvVars.bat LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ LogPlayLevel:Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319 LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ LogPlayLevel:Display: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319 LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\WINDOWS\Microsoft.NET\Framework\ LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319 LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True LogPlayLevel:Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable VS120COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\ LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe LogPlayLevel:Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com LogPlayLevel:Display: CommandEnvironment.LogSettings: Command Environment settings: LogPlayLevel:Display: CommandEnvironment.LogSettings: CmdExe=C:\WINDOWS\system32\cmd.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved LogPlayLevel:Display: CommandEnvironment.LogSettings: HasCapabilityToCompile=True LogPlayLevel:Display: CommandEnvironment.LogSettings: LocalRoot=C:/Unreal4/Unreal Engine/4.0 LogPlayLevel:Display: CommandEnvironment.LogSettings: LogFolder=C:/Unreal4/Unreal Engine/4.0/Engine/Programs/AutomationTool/Saved/Logs LogPlayLevel:Display: CommandEnvironment.LogSettings: MountExe=C:\WINDOWS\system32\mount.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: MsBuildExe=C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com LogPlayLevel:Display: CommandEnvironment.LogSettings: RobocopyExe=C:\WINDOWS\system32\robocopy.exe LogPlayLevel:Display: CommandEnvironment.LogSettings: TimestampAsString=2014-03-20_18.55.33 LogPlayLevel:Display: CommandEnvironment.LogSettings: UATExe=C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\AutomationTool.exe LogPlayLevel:Display: Automation.Process: Compiling scripts. LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s). LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\AutomationScripts.Automation.dll LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll LogPlayLevel:Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll. LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Win.Automation.dll. LogPlayLevel:Display: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNet\AutomationScripts\Android\Android.Automation.dll. LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Mac LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: PS4 LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: IOS LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5 LogPlayLevel:Display: Platform.InitializePlatforms: Creating placeholder platform for target: Linux LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing AllowSubmit. LogPlayLevel:Display: CommandUtils.InitP4Support: AllowSubmit=False LogPlayLevel:Display: CommandUtils.InitP4Support: Initializing P4Enabled. LogPlayLevel:Display: CommandUtils.InitP4Support: P4Enabled=False LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:/Users/john/Documents/Unreal Projects/codeSideScroller/codeSideScroller.uproject=True LogPlayLevel:Display: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Looking for targets for project C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Searching for target rule files in C:\Users\john\Documents\Unreal Projects\codeSideScroller LogPlayLevel:Display: ProjectUtils.DetectTargetsForProject: Targets DLL C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll is up to date. LogPlayLevel:Display: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Users\john\AppData\Local\Temp\UATRules1008648605.dll LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params LogPlayLevel:Display: ProjectParams.ValidateAndLog: Archive=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\ArchivedBuilds LogPlayLevel:Display: ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Saved\StagedBuilds LogPlayLevel:Display: ProjectParams.ValidateAndLog: Build=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Cook=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Clean= LogPlayLevel:Display: ProjectParams.ValidateAndLog: Client=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientCookedTargets=codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: Compressed=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookFlavor= LogPlayLevel:Display: ProjectParams.ValidateAndLog: CookOnTheFly=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: DedicatedServer=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: DirectoriesToCook= LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTargets= LogPlayLevel:Display: ProjectParams.ValidateAndLog: Foreign=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsCodeBasedProject=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: IsProgramTarget=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: IterativeCooking=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: LogWindow=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: Manifests=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapToRun= LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoClient=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NumClients=0 LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoDebugInfo=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoCleanStage=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NoXGE=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: MapsToCook= LogPlayLevel:Display: ProjectParams.ValidateAndLog: Pak=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: NullRHI=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: FakeClient=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: EditorTest=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTests=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: RunAutomationTest= LogPlayLevel:Display: ProjectParams.ValidateAndLog: CrashIndex=0 LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProgramTargets= LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\Binaries\Android\codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: Distribution=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject LogPlayLevel:Display: ProjectParams.ValidateAndLog: Rocket=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Run=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerCookedTargets= LogPlayLevel:Display: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android LogPlayLevel:Display: ProjectParams.ValidateAndLog: ShortProjectName=codeSideScroller LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignedPak=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: SignPak= LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCook=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipPak=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: SkipStage=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: Stage=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSteam=False LogPlayLevel:Display: ProjectParams.ValidateAndLog: bUsesSlate=True LogPlayLevel:Display: ProjectParams.ValidateAndLog: Project Params LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Trying to find DefaultMap in ini files LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini=True LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Looking for DefaultMap in C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini LogPlayLevel:Display: InternalUtils.SafeReadAllLines: SafeReadAllLines C:\Users\john\Documents\Unreal Projects\codeSideScroller\Config\DefaultEngine.ini LogPlayLevel:Display: BuildCookRun.GetDefaultMap: Found DefaultMap=/Game/Maps/Example_Map LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject=True LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False LogPlayLevel:Display: UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. LogPlayLevel:Display: UE4Build.Build: UE4Build: LogPlayLevel:Display: UE4Build.Build: ForceMonolithic: LogPlayLevel:Display: UE4Build.Build: ForceNonUnity: LogPlayLevel:Display: UE4Build.Build: ForceDebugInfo: LogPlayLevel:Display: UE4Build.Build: * UseXGE: LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development -generatemanifest "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.5820336s to run UnrealBuildTool.exe LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate/Build/Manifest.xml=True LogPlayLevel:Display: InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\john\Documents\Unreal Projects\codeSideScroller\Intermediate\Build\Manifest.xml C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml LogPlayLevel:Display: UE4Build.PrepareManifest: Copied UBT manifest to C:\Unreal4\Unreal Engine\4.0\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.RunAndLog: Running C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe=True LogPlayLevel:Display: CommandUtils.Run: Run: C:\Unreal4\Unreal Engine\4.0\Engine\Binaries\DotNET\UnrealBuildTool.exe codeSideScroller Android Development "C:\Users\john\Documents\Unreal Projects\codeSideScroller\codeSideScroller.uproject" -noxge -rocket LogPlayLevel:Display: UnrealBuildTool: Compiling with NDK API 'android-19' LogPlayLevel:Display: UnrealBuildTool: Target is up to date. LogPlayLevel:Display: UnrealBuildTool: C:\Users\john\Documents\Unreal Projects\codeSideScroller/Binaries/Android/codeSideScroller-armv7.apk is up to date (compared to the .so and .java input files) LogPlayLevel:Display: CommandUtils.Run: Run: Took 1.0390589s to run UnrealBuildTool.exe LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel:Display: Program.Main: ERROR: Exception in Android.Automation: Object reference not set to an instance of an object. LogPlayLevel:Display: Stacktrace: at AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config) LogPlayLevel:Display: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity) LogPlayLevel:Display: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel:Display: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel:Display: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel:Display: at BuildCommand.Execute() LogPlayLevel:Display: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) LogPlayLevel:Display: at AutomationTool.Automation.Process(String[] CommandLine) LogPlayLevel:Display: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel:Display: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) LogPlayLevel:Display: at AutomationTool.Program.Main() LogPlayLevel:Display: Program.Main: ERROR: Object reference not set to an instance of an object. LogPlayLevel:Display: copying UAT log files... LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully. LogPlayLevel:Display: BUILD FAILED

Can anyone see where I'm going wrong? Thanks

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asked Mar 20 '14 at 07:08 PM in C++ Programming

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jldevoy
56 2 3 7

avatar image Mithril Apr 21 '14 at 08:34 AM

Hi guys, any chance the patch will be coming soon. Because it is still an issue (automation fails). Or if there is a manual way do solve this when building an Android app?

Best regards/ Mike

avatar image joshbadams STAFF Apr 21 '14 at 02:25 PM

The fix is out there in 4.0.2

Are you getting the same object reference is not set to an instance error? That would confuse me.

avatar image Mithril Apr 21 '14 at 09:25 PM

I don't know to be honest. I simply tried to export the Card sample to Android and it blew on this line: "RunUAT.bat ERROR: AutomationTool was unable to run successfully" (same as above)

Then I created a completely empty project (after I posted the comment) and that didn't work. After that I added a path reference to "platform-tools", and that seemed to do the trick. All Environment variables etc.. are correct so I am unsure why that helped. Then I also had to activate the devmode on my Galaxy S4+ (GT-9506) (but that is another topic) and fixed the VendorID in "adb_usb.ini", and restarted the adb service just to get it on the phone. But that is yet another topic :) but maybe those two points could be mentioned in the docs, could save some people a bit of time.

Anyway, it seems the project need to be created in a certain way, in order for it to be exportable to Android. I just don't know what those criterias are (yet) because you can't just take any project and export. Secondly, and perhaps more important, is that no exported Project seems to work properly. None of them start at once, I have to repeatedly press the name on the program and maybe it starts. Most of the time it starts a process in the background and switch back to the normal screen. And it doesn't matter what I try to export. It all behaves the same way. Even Tappy Bird behaves like this. But perhaps you are already aware of that issue?

But my digression aside :) the export works now.

avatar image joshbadams STAFF Apr 22 '14 at 12:58 AM

Hmm, needing to add platform-tools into your path is definitely a bug, but I can't find anywhere in the code that runs adb without a full path :(

As for your device, I mention making sure that "adb devices" shows your device, as that is what we use to find the device. Every device is different with different drivers - we can't document what you need to do for your particular one to make the PC be able to talk to it.

You should be able to take any project and Package or One Click Deploy to Android (it may crash from memory or whatever, but should never fail to package it up). In which case "adb logcat" or other Android tools can get the log, and then you can report those errors :)

So, basically, no, we aren't aware of the issues you are having...

Josh

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5 answers: sort voted first

I've fixed the problem and will be in an upcoming hotfix (not sure if the next one or one after).

Turns out we had a bug when not using Incredibuild (which we have here at Epic). For home users without Incredibuild, there was a null string. Easy fix once I could repro :)

Josh

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answered Mar 25 '14 at 11:51 PM

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joshbadams STAFF
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avatar image Skydive Mar 26 '14 at 03:04 AM

I LOVE YOU! THANKS FOR FIXING IT! Any ideas on when will the next 'hotfix' will be released? :/

avatar image jldevoy Mar 26 '14 at 03:29 AM

Thanks a lot.

avatar image eros Mar 26 '14 at 06:51 PM

Ok, just as Josh figured out, it's a IncrediBuild problem. A temporary workaround is you can go to IncrediBuild site and get a 30 day trial version, install to default folder, which is C:\Program Files (x86)\Xoreax\IncrediBuild, the UE4 build system will lookup IB in this location. After you installed IB, Android C++ Project can be packaged from editor without any problem, enjoy.

avatar image iDiyun Apr 05 '14 at 10:22 AM

Thx I running it!!!!

avatar image Axtel Sturnclaw Apr 14 '14 at 06:08 PM

Same problem here. Any idea when this hotfix will be available?

avatar image joshbadams STAFF Apr 14 '14 at 06:31 PM

It was in 4.0.2. Are you still seeing the exact same error? I put a new version of the AutomationTool in there, so you should have the fix.

avatar image Axtel Sturnclaw Apr 16 '14 at 01:11 AM

Launcher does not work for me right now, downloaded on another box and messed something up between the two while bringing it over... The Launch and Update buttons in the launcher do absolutely nothing. Is there any way to fix this or get a launcher independent version of the hotfix?

avatar image joshbadams STAFF Apr 21 '14 at 02:24 PM

There was an issue with the backend last week that was messing up the Launcher from downloading updates. Is it working for you today?

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I've formatted the logfile and attached it to this response. LogFile

The pertinent error messages are below:

LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED

LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:

LogPlayLevel:Display: Program.Main: ERROR: Exception in Android.Automation: Object reference not set to an instnce of an object.

LogPlayLevel:Display: Stacktrace: at AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config)

LogPlayLevel:Display: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)

LogPlayLevel:Display: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)

LogPlayLevel:Display: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)

LogPlayLevel:Display: at BuildCookRun.DoBuildCookRun(ProjectParams Params)

LogPlayLevel:Display: at BuildCommand.Execute()

LogPlayLevel:Display: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary`1 Commands)

LogPlayLevel:Display: at AutomationTool.Automation.Process(String[] CommandLine)

LogPlayLevel:Display: at AutomationTool.Program.MainProc(Object Param)

LogPlayLevel:Display: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)

LogPlayLevel:Display: at AutomationTool.Program.Main()

LogPlayLevel:Display: Program.Main: ERROR: Object reference not set to an instance of an object.

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answered Mar 20 '14 at 09:40 PM

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Adr1c ♦♦ STAFF
910 18 7 18

avatar image Alters Mar 23 '14 at 03:21 AM

I don't know if it helps but I am also having this issue whenever I attempt to add C++ code to a project and compile for Android.

Hopefully some useful information for finding the cause:

  • Windows 8 64bit

  • Used Nvidia Android installer express install

  • Visual Studio 2013 used for coding

  • Unreal Engine 4.0.1 (verified installation)

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I wouldn't consider this answered, Unreal4 is creating a sample project with errors built in.

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answered Mar 22 '14 at 03:39 AM

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jldevoy
56 2 3 7

avatar image Adr1c ♦♦ STAFF Mar 22 '14 at 04:42 AM

The issue isn't with the sample games, but with the deployment process steps. Most of our platform team is at GDC, so we'll have to wait till they get back to get more info about this problem.

avatar image Skydive Mar 25 '14 at 03:30 PM

Considering that you're in a development team and you should have multiple minds working on this issue. If a solution is found, could you perhaps leave it here. I'm desperate for a solution.

avatar image joshbadams STAFF Mar 24 '14 at 05:37 PM

I have never been able to reproduce this issue locally, but I know it has happened before. I was hoping to never see it again :( We will figure out a way to repro it here and track down the Null object reference (I wish C# would just tell me which object was Null!!)

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I'm also win 8.1 and used the nVidia android installer.

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answered Mar 24 '14 at 08:38 PM

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jldevoy
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Likewise, same issue. Damnit!

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answered Mar 24 '14 at 08:48 PM

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Skydive
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