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, 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.
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, 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.
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

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.

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

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.

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)

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 :frowning: 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!!)

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

Likewise, same issue. Damnit!

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.

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 :slight_smile:

Josh

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

Thanks a lot.

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.

Thx I running it!!!

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

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.

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?

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

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

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.