RunUAT.bat error (4.7 Preview 7) Android ES31+AEP

I am getting a RunUAT.bat error when I am trying to package my project for Nvidia Shield Tablet.
I have enabled ES31+AEP rendering in the project settings.

The steps In have taken so far are:
I have installed the Tegra Android Development Pack 3.0r4 fully
Build the engine from source 4.7 release on github
Built for development Editor X64
Built for Development TEGRA-Android
Attempted to build project using the ES31+AEP and getting the RunUAT.bat error.

I have attempted the following work arounds:
Stripped all blueprints out of the project.
Ensured that all folders in the project are not read only.

I am still getting the RunUAT.bat error however I have attached a text file with the output log.link text

having looked through the error report it appears as though im missing something at first guess.
MainFrameActions: Packaging (Android (ES31+AEP)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: Can’t make an APK without the compiled .so [C:\Users\James\Desktop\UnrealEngine-4.7\UnrealEngine-4.7\Engine\Binaries\Android\UE4Game-armv7-es31.so]

Are there some dependencies that need to be installed for es31 rendering other than the TADP?

Any help appreciated on this issue!

Just to let you know that I’m seeing the same issue while building from the current release channel ( 4.7 ) ANYTHING > Tegra-Android.

I’m also missing both’s;

UE4Game-armv7-es31.so
UE4Game-armv7-es31.apk

or -anything-es31. if that matter from the build.

File’s are not avaiable on the pre-built.

So, building for tegra seems not yet possible.
Someone know something about?

stacktrace

As of 4.7.2, you still need to build from source in order to enable the ES31+AEP properly .

Follow the usual instructions for syncing from git and setting up your build environment.
(as described here: https://github.com/EpicGames/UnrealEngine)

then edit \Engine\Config\BaseEngine.ini and set

bBuildForES2=false

bBuildForES31=true

and rebuild “Development” for both Win64 and Android targets.

After that you should be able to open the editor that you built and package for ES31+AEP

Thanks! just figured out through a comment on youtube video! XD
It should be stated clearly on documentation.