Packaging Fails on Android (4.7 & 4.8)

Hi, so before I begin and start posting logs, let me just say I’ve read through almost everything so I can provide certain information up front.

  • Engine Version doesn’t matter, 4.7, 4.6, 4.8… etc.
  • I’m running the binary version, not GitHub.
  • Have tried packaging the “Flappy Bird” clone from Epic, this fails as well.
  • I can build projects for windows.
  • I have downloaded all the tools for the Android SDK
  • The Android SDK is located in C:/NVPACK
  • Unreal is Installed on E: drive, however I’ve read this shouldn’t matter, I’m using an SSD as my boot drive with only 128GB of Memory, so installing UE and building games is NOT an option.
  • I have a decent system specs are as follows
  • Intel i7 4970K 4.0 GHz
  • 16 GB Ram (1600Mhz)
  • 4GB GTX 980

Most recent fail looks like this:

MainFrameActions: Packaging (Android (ATC)): CommandUtils.Run: Run: Took 1111.940023s to run UE4Editor-Cmd.exe, ExitCode=3
MainFrameActions: Packaging (Android (ATC)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Android (ATC)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
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 AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for E:\Unreal Projects\MobyXBench\MobyXBench.uproject; see log C:\Users\Domenic\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+Epic+G
MainFrameActions: Packaging (Android (ATC)): ames+4.7\Cook.txt
MainFrameActions: Packaging (Android (ATC)): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ATC)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ATC)): at BuildCommand.Execute()
MainFrameActions: Packaging (Android (ATC)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Android (ATC)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (ATC)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (ATC)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Android (ATC)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (ATC)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for E:\Unreal Projects\MobyXBench\MobyXBench.uproject; see log C:\Users\Domenic\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Program+Files+Epic+Games+4.7\Cook.txt
MainFrameActions: Packaging (Android (ATC)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ATC)): Program.Main: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Android (ATC)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ATC)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ATC)): copying UAT log files…
MainFrameActions: Packaging (Android (ATC)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ATC)): BUILD FAILED

Other failure messages follow:

“LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error”

“LogPlayLevel: BUILD FAILED
LogPlayLevel: C:\NVPACK\android-sdk-windows\tools\ant\build.xml:892: The following error occurred while executing this line:
LogPlayLevel: C:\NVPACK\android-sdk-windows\tools\ant\build.xml:894: The following error occurred while executing this line:
LogPlayLevel: C:\NVPACK\android-sdk-windows\tools\ant\build.xml:906: The following error occurred while executing this line:
LogPlayLevel: C:\NVPACK\android-sdk-windows\tools\ant\build.xml:284: null returned: 1
LogPlayLevel: Total time: 8 seconds
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED”

These were different errors at different times.

i also can’t build anything for android 4.7 4.8.1 windows build is fine

Looks like you have several different problems there…

Step 1. Move your project to a directory that doesn’t have spaces (currently its E:\Unreal Projects\MobyXBench).
There shouldn’t be a space anywhere in the entire path to the project.


From the supplied 'most recent failure and most typical failure (Jun 14 ‘15 at 5:37 PM)’ log: ‘ERROR: DistributionSigning settings are not all set’.
This is probably something that is shared across projects (haven’t looked at how Epic has the keystore set up).

NOTE: You need to fix this properly if you ever want to release a commercial app - none of this is specific to UE4 perse (its Android stuff and google is your friend).

For safety, do a backup first - I assume you are using some form of source control… !?

To get this to work in the interim, for local debug builds:
Editor, Edit > Project Settings.

Platforms > Android.
Ensure all boxes under ‘Distribution Signing’ are cleared.
Also turn off everything under ‘Google Play Services’.

OTHER THINGS TO TRY if that doesn’t work:
Temporally turn on full rebuild to clean out anything that is possibly being cached.
Project > Packaging > Full Rebuild (Tick)

Project > Staging Directory
You could also consider deploying to a empty (staging) directory.

Finally cleaning out /Intermediate/Android and /Intermediate/Build/Android might also help ensure there is nothing cached hanging around.


For others looking for answers to obscure packaging issues, rather than packaging from the editor try using the UnrealFrontEnd packager. This won’t automagically fix problems, but gives more verbose logs than the editor does (letting you know what is actually wrong).

It lives in \UnrealEngine\Engine\Binaries\Win64\UnrealFrontEnd.exe

If you are not making a build that you intend to put on the Google Play Store, ensure that Project Settings → (Project)Packaging → For Distribution is unchecked and that you are build either a Development or a Debug apk (this will eliminate improper signing as a cause of your issue)

Thank you. Sorry this was a WHILE ago when I was first learning the engine & the android packaging. I had figured it out and forgotten that I had asked the question your answer was exactly what I did to fix my issue. :slight_smile: