My rig here is an I3, 16GB rams, Win7 64bit, and an nvidia 450 gts. I would like to compile the TappyChicken sample project against android platform, which is a low cost 4.0.4 android smartphone equipped with an Adreno 200 gpu.
Got the source code cloned from github to C:\UnrealEditor\ which folder is a symlink to D:\UnrealEditor folder.
Extended the code with both the required and optional download packages, a few files overwritten as per requested.
Build executed in VS2013 express both on Development Editor and Development configurations for win64 and Android platforms, got UE4Editor and UE4Game executables, as well as the UE4Game-armv7.apk and .so files.
Got TappyChichen sample placed in folder Samples/TappyChicken, so i can launch the sample project from Editor.
Packaging the project for Windows on Development build settings produces however an UE4Game.exe placed in C:\UnrealEngine\Samples\TappyChicken\WindowsNoEditor\Engine\Binaries\Win64 folder which is renamed to TappyChicken.exe gets the project run properly.
Packaging the same project against android platform (any) produces an com.epicgames.UE4Game project which doesn’t seem to work properly, as per the adb logcat reveals, it missing files and fails to compile shaders which probably ends up the application breaks somewhere here. I get a black screen when the project runs, and thats pretty much it.
I’ve been attached both the packaging and logcat outputs.
[build log][1] [logcat][2]
[1]: 2868-tappychicken_dev_android_build_log.txt (238 KB)
[2]: 2869-tappychicken_android_logcat.txt (150 KB)