UE 4.8P1 - Packaging a source project for Android on OS X fails

Building a source project for Android on OS X with UE 4.8 Preview 1 fails.

Steps to reproduce the problem: create new empty source project, package for Android ATC.

UnrealBuildTool.278.txt attached.

MainFrameActions: Packaging (Android (ATC)): mono: clang: error: linker command failed with exit code 1 (use -v to see invocation)
MainFrameActions: Packaging (Android (ATC)): mono: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (ATC)): mono: ERROR: UBT ERROR: Failed to produce item: /Users/xxx/Documents/Unreal Projects/Test3/Binaries/Android/Test3-armv7-es2.so
MainFrameActions: Packaging (Android (ATC)): mono: Total build time: 27.30 seconds
MainFrameActions: Packaging (Android (ATC)): CommandUtils.Run: Run: Took 27.493976s to run mono, ExitCode=5
MainFrameActions: Packaging (Android (ATC)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): /Users/Shared/UnrealEngine/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe Test3 Android Development  "/Users/xxx/Documents/Unreal Projects/Test3/Test3.uproject"  -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.278.txt' 
MainFrameActions: Packaging (Android (ATC)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ATC)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ATC)): Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): /Users/Shared/UnrealEngine/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe Test3 Android Development  "/Users/xxx/Documents/Unreal Projects/Test3/Test3.uproject"  -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.278.txt' 
MainFrameActions: Packaging (Android (ATC)): Stacktrace:   at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String
MainFrameActions: Packaging (Android (ATC)):  UBTExecutable, System.String CommandLine, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String Project, System.String Target, System.String Platform, System.String Config, System.String AdditionalArgs, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at AutomationTool.UE4Build.BuildWithUBT (System.String ProjectName, System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, System.String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean ForceUnity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, System.Collections.Generic.Dictionary`2 PlatformEnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)):   at BuildCommand.Execute () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Android (ATC)): Program.Main: ERROR: Command failed (Result:5): /Users/Shared/UnrealEngine/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe Test3 Android Development  "/Users/xxx/Documents/Unreal Projects/Test3/Test3.uproject"  -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.278.txt' 
MainFrameActions: Packaging (Android (ATC)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (ATC)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ATC)): RunUAT ERROR: AutomationTool was unable to run successfully.

This is a known issue with Preview 1 (UE-15001). The workaround for now is to get the code from GitHub and recompile the libraries (a rebuild of UE4Game for Development/Shipping Android).

Since you are on OSX, you also need to make sure you have the fix for UE-15052 (Mac only issue with packaging/launching Android). This is a fix to UEDeployAndroid.cs line 1083:

        string TemplateDestinationBase = Path.Combine(ProjectDirectory, "Build", "Android", "src" , PackageName.Replace('.', '\\'));

should be:

        string TemplateDestinationBase = Path.Combine(ProjectDirectory, "Build", "Android", "src" , PackageName.Replace('.', '/'));