UE4 Won't Show Android Support In Ubuntu Linux

I successfully compiled UE4 from source under Ubuntu 15.04 by a procedure such as this one:

cd ~/ue4
./Setup.sh
./GenerateProjectFiles.sh
make SlateViewer
make ShaderCompileWorker UnrealLightmass UnrealPak UE4Editor

All those steps ran fine and I’m able to run UE4Editor and work with it in Ubuntu. I want to test my games in Android. I already have SDK, NDK, ANT, Android Studio set up (I used them to make an app before) and all the environment variables ($ANDROID_HOME, $ANT_HOME, $PATH, etc) are set according to here

I followed the same steps as indicated in this question but when I run ./Engine/Build/BatchFiles/Linux/Build.sh UE4Game Android Development I get this error:

Building UE4Game...
Using clang version '3.5.2' (string), 3 (major), 5 (minor), 2 (patch)
UnrealBuildTool Exception: ERROR: GetPlatformToolChain: No tool chain found for Android

It’s so strange that it says it cannot find no tool chain since I have checked all environment variables and everything is fine. Have I done something wrong during building? I cannot see my android devices in UE4Editor at all.

Thank you in advance for all your help.

Targeting Android under Linux has not yet (as of 4.8) been implemented. You need certain changes in UBT and possibly in other places.

Thanks for your answer. I was digging UE4 source code to find out the source of problem and I’m glad you told me it’s not implemented. Any idea when it would be implemented? I really want to start developing a game for android and been really excited to try UE4.

This is not planned for the next release; however, if a pull request that makes it (almost) work appears before late July we will consider integrating that. Someone (angjminer on Freenode #ue4linux) was working on Android support but I am not sure where things are at this point.

After tweaking some UBT files I got stuck with a missing third party dependency for Linux, the QualcommTextureConverter module binary lib. I’ll do some investigations with Adreno SDK to try to compile it if included in.

Since several people are doing work on this can we try to consolidate our efforts at some point? I’m trying to reach angjminer but haven’t heard back yet.

Right now I’m at the beginning of researching this so getting brought up to speed on this and creating a place to discuss the progress would definitely be more efficient than X number of people working on it separately.

Hi there

I have a working one. Tested on my Nexus7 and Shield and it works. I even packaged the shooter game on GNU/Linux for android shield.
Here something to watch.


I was going to make a PR but epic is busy right now or they do not accept stuff anymore. Here is my 4.10 branch. Just merge the difference into your 4.10. You will be able to package from the Editor and UnrealFrontend.

https://github.com/yaakuro/UnrealEngine/tree/4.10-android-patch

You need Nvidias CodeWorks SDK. Download it for Ubuntu and install everything. It will automatically set environment variables which will work with the UE4Editor and Unrealfrontend.
For Qualcomm chipsets you need the SDK from them for the binaries and you have to copy it into the correct directory.
I have all those stuff but I am not allowed to copy those binaries.

Re: busy or don’t accept - the former (busy) :slight_smile: