Android Game Launch Failed Packaging Failed How do I get it to work?

Link to the thread that I asked the question:

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No one knows?

Howdy Zer033x,

Thank you for posting this issue. Are you able to package any other projects in 4.6.1 or are they all failing? I also see that you are deploying to a kindle fire. Is there any other device for android that you may have to attempt to deploy this project to? Kindle devices are not supported for UE4. This is not saying that you can not get a project on the device, but it may perform at subpar levels.

When you are using the engine that you have built, are you able to rebuild your solution on developmentEditor mode? This has been able to help users in the past with similar issues.

Any additional information would be greatly appreciated.

Thanks and have a great day!

I tried building a windows 64 bit game using the first person new project right after opening it and it failed as well. I’ll include a text file with the failure log since it is too long to paste here. link text

As for rebuilding the solution on developmentEditor mode I am able to do that just fine.

When you rebuild the solution, are you then able to package your project or does the error remain consistent?

No I did a fresh rebuild 14 successful no errors and tried to package the starter FPS example and it failed here is the last part of the log:

MainFrameActions: Packaging (Windows (32-bit)): Program.Main: ERROR: No files found to deploy for C:\Unreal Engine Developement\GitHub\Unreal Engine Fork\UnrealEngine-4.6\UnrealEngine\Engine\Binaries\Win32 with wildcard UE4Game.exe and exclusions
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=30
MainFrameActions: Packaging (Windows (32-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (32-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (32-bit)): AutomationToolLauncher exiting with ExitCode=30
MainFrameActions: Packaging (Windows (32-bit)): copying UAT log files…
MainFrameActions: Packaging (Windows (32-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (32-bit)): BUILD FAILED

Hey Zer033x,

I noticed on the most recent log that you have provided that you are now trying to build for Windows instead of Android? Would you be able to attach the full logs based on the preferred device that you are attempting to build for?

The entire log will provide us with a better look as to what may be going on.

Thanks!

Well the reason I provided the windows packaging is because I assumed it’d be the easiest to build so I wanted to rule out android specific things that may be causing it. Since I can’t build it with windows then something is wrong somewhere else. Once I get windows packaging working I’ll try android again. Here is the link link text

Would your project be a code based project or a Blueprint based project? Also, Which version of Visual Studio would you be using?

I have tried both blueprint and code projects. When I start my primary project it will be code project though. Both types have package failed problems. I am using VS 2013 free version.

We had a similar user with the same issue a little bit back. He is what may help to solve the issue for you: see if the build fail still occurs when you recompile “Development Game” “Win64” configuration

Hey I got it to package a win64 just fine. Turns out my firewall was blocking something from running. Usually when something runs that I don’t know about a window pops up asking if I want it to run, but it never did during the package operation so I assumed nothing special was being run that needed to be given permission. I went in and manually added all Unreal editor stuff to trusted and it asked me during packaging if it was okay like usual.

So now I can build for Win64 just fine, but I tried android and it doesn’t work. I think I need to build Development/Android configuration right? When I try to do that I get a bunch of errors that I’ve attached as a document. I did install the android files as described in the tutorial and the NVPACK folder is there for android.

link text

It is possible that since you firewall was up when you downloaded the SDK that the firewall may have blocked something from being integrated into UE4. Would you be able to delete the the SDK and then re-install it to test and see if this fixes the issue?

Hey Zer033x,

Just wanted to check in with and see if a re-installation of the SDK helped with the issue. Be sure to let me know so that i can help further if needed.

Thanks and have a great day!

Hi Zer033x,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.