x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Android Build Error

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: ??ü ?????? ??ü?? ?ν??Ͻ??? ???????? ?ʾҽ??ϴ?. LogPlayLevel:Display: Stacktrace: ??ġ: AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidPlatform.Automation.cs:?? 393 LogPlayLevel:Display: ??ġ: 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) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:?? 323 LogPlayLevel:Display: ??ġ: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:?? 1223 LogPlayLevel:Display: ??ġ: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:?? 111 LogPlayLevel:Display: ??ġ: BuildCookRun.DoBuildCookRun(ProjectParams Params) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:?? 234 LogPlayLevel:Display: ??ġ: BuildCommand.Execute() ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:?? 37 LogPlayLevel:Display: ??ġ: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:?? 357 LogPlayLevel:Display: ??ġ: AutomationTool.Automation.Process(String[] CommandLine) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:?? 325 LogPlayLevel:Display: ??ġ: AutomationTool.Program.MainProc(Object Param) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:?? 88 LogPlayLevel:Display: ??ġ: AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:?? 568 LogPlayLevel:Display: ??ġ: AutomationTool.Program.Main() ???? c:\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:?? 48 LogPlayLevel:Display: Program.Main: ERROR: ??ü ?????? ??ü?? ?ν??Ͻ??? ???????? ?ʾҽ??ϴ?. LogPlayLevel:Display: copying UAT log files... LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully. LogPlayLevel:Display: BUILD FAILED

This error was displayed from Output Log when I packaged or lanched android. I found **this comment** but followed to comment to say that build each of the .Automation scripts, I still don't lanch or package my project. I builded .Automation scripts when I set my environment to Development Win64.

also, I builded package by using Visual Studio 2013 and played this builded app in my galaxy S3 ( SHW_M440S). but this failed to launch the builded app. the app immediately turned off.

Plz, help me.

Product Version: Not Selected
Tags:
more ▼

asked Mar 25 '14 at 03:13 AM in C++ Programming

avatar image

WonderWorld
1 1 2 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

I got the same problem. I tried building a Development and Shipping build, it didn't work. Here's the relevant build output lines:

 MainFrameActions: Packaging (Android): CommandUtils.Run: Run: Took 602.1069431s to run UnrealBuildTool.exe
 MainFrameActions: Packaging (Android): BuildCommand.Execute: ERROR: BUILD FAILED
 MainFrameActions: Packaging (Android): Program.Main: ERROR: AutomationTool terminated with exception:
 MainFrameActions: Packaging (Android): Program.Main: ERROR: Exception in Android.Automation: Object reference not set to an instance of an object.
 MainFrameActions: Packaging (Android): Stacktrace:    at AndroidPlatform.PostBuildTarget(UE4Build Build, String ProjectName, String UProjectPath, String Config) in c:\GitHub\UnrealEngine
 MainFrameActions: Packaging (Android): \Engine\Source\Programs\AutomationTool\Android\AndroidPlatform.Automation.cs:line 393
 MainFrameActions: Packaging (Android):    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) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 323
 MainFrameActions: Packaging (Android):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 1223
 MainFrameActions: Packaging (Android):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 111
 MainFrameActions: Packaging (Android):    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 234
 MainFrameActions: Packaging (Android):    at BuildCommand.Execute() in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37
 MainFrameActions: Packaging (Android):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 357
 MainFrameActions: Packaging (Android):    at AutomationTool.Automation.Process(String[] CommandLine) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 325
 MainFrameActions: Packaging (Android):    at AutomationTool.Program.MainProc(Object Param) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 88
 MainFrameActions: Packaging (Android):    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:line 568
 MainFrameActions: Packaging (Android):    at AutomationTool.Program.Main() in c:\GitHub\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 48
 MainFrameActions: Packaging (Android): Program.Main: ERROR: Object reference not set to an instance of an object.
 MainFrameActions: Packaging (Android): copying UAT log files...
 MainFrameActions: Packaging (Android): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
 MainFrameActions: Packaging (Android): BUILD FAILED

And here's the referenced code:

 public override void PostBuildTarget(UE4Build Build, string ProjectName, string UProjectPath, string Config)
     {
         // Run UBT w/ the prep for deployment only option
         // This is required as UBT will 'fake' success when building via UAT and run
         // the deployment prep step before all the required parts are present.
         **if (ProjectName.Length > 0)**
         {
             string ProjectToBuild = ProjectName;
             if (ProjectToBuild != "UE4Game" && !string.IsNullOrEmpty(UProjectPath))
             {
                 ProjectToBuild = UProjectPath;
             }
             string UBTCommand = string.Format("\"{0}\" Android {1} -prepfordeploy", ProjectToBuild, Config);
             CommandUtils.RunUBT(UE4Build.CmdEnv, Build.UBTExecutable, UBTCommand);
         }
     }

The comment seems to mention something about it but I can't tell what exactly. Someone more knowledgeable, please answer.

more ▼

answered Mar 27 '14 at 01:30 PM

avatar image

HadiDev
1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Hi HadiDev. This is a known issue when building for Android on a machine that does not have Incredibuild installed. You can work around it for now by installing a trial version of Incredibuild, but we should have a patch out soon to fix this.

more ▼

answered Mar 27 '14 at 01:35 PM

avatar image

Adr1c ♦♦ STAFF
910 18 7 18

avatar image GeneticSpartan Apr 02 '14 at 09:31 AM

I've installed Incredibuild, tried packaging from both the installer version and built source code version of UE4, and even built the editor from Visual Studio using Incredibuild, but I still receive that same error. I'm assuming the fix was not included in the 4.0.2 update.

avatar image evans Apr 18 '14 at 10:54 AM

Has this been fixed yet? I'm still getting this error.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question