(4.9p3) Android and HTML5 packaging fails

Packaging a game for Android or HTML5 always fails for me.

Repro steps:

  1. Create new project, C++ Third person.

  2. Package to Android or HTML5.

Blueprint-only projects package normally.

Software:

  • Windows 10 (updated)

  • The android dev kit from 4.9p3’s Extras folder

  • VS2013 update 4 community

[Log here][1]

53770-ffffff.log (58.9 KB)

Hey ,

Thank you for providing us with your . Do you have any special characters in the file path that your project is saved in? Perhaps ‘Documentos’ has a special letter? Or is there a special symbol in the ‘CD’ folder that seems to be on the D ? The illegal characters are any in range 1-31 ascii, " < > | ? *

Could you try to package to your desktop instead, or a clean file path that does not involve those special characters listed above?

Looking forward to hearing back from you, thanks!

Nope, no special characters. This is the project’s folder:

D:\Documentos\Unreal Projects\EnadeGametwo\

And this is the folder I’m packaging to:

D:\cd\

If you would like the whole project to test (it’s small, really), let me know a private channel for upload. Thanks!

Hey,

Go ahead and provide it to me through the forums in a private message. I can check it here and see if it actually packages or not. That way we can try to figure out if it’s the project or some set up on your computer.

Another thing you can try though is to package your project and direct it to your desktop instead of D:\cd.

Thanks!

Tried saving to the desktop, same error.

I’ve sent you a PM with the project.

Can you show me your PATH environment variables? There may be some invalid characters there that could be causing the issue.

PATH (): D:\gradle-2.2.1\bin;D:\apache-ant-1.8.2\bin;D:\jdk1.7.0_71\bin;D:\android-ndk-r10e;D:\android-sdk-windows\extras\android\support-tools;D:\\android-sdk-windows\build-tools;D:\android-sdk-windows\platform-tools;D:\android-sdk-windows\tools;

Path(system): %SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0;C:\Program Files (x86)\AMD\ATI.ACE\Core-Static;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit;C:\Program Files\Microsoft SQL Server\120\Tools\Binn;d:\Program Files\Emscripten\clang\e1.30.0_64bit;d:\Program Files\Emscripten\node\0.12.2_64bit;d:\Program Files\Emscripten\python\2.7.5.3_64bit;d:\Program Files\Emscripten\java\7.45_64bit\bin;d:\Program Files\Emscripten;d:\Program Files\Emscripten\emscripten\1.30.0;d:\Program Files\Emscripten\crunch\1.03;d:\Program Files\Emscripten\mingw\4.6.2_32bit;C:\Program Files\Microsoft SQL Server\110\Tools\Binn;C:\Program Files (x86)\Microsoft SDKs\TypeScript\1.0\

There are also some other variables like ANDROID_HOME, but none of them seem to have special characters (that one is D:\android-sdk-windows). Only these three: - _ .

Oh by the way, the same project packages fine in 4.8.3. The problem only happens on 4.9p3.

Hey,

There was a change to how IncrediBuild xgConsole.exe is located. You can try changing it back for now in Engine/Source/Programs/AutomationTool/UE4Build.cs.

Change:

  public string XGEConsoleExe()
{
if (string.IsNullOrEmpty(XGEConsoleExePath))
{
string[] PathDirs = Environment.GetEnvironmentVariable("PATH").Split(Path.PathSeparator);
foreach (string PathDir in PathDirs)
{
string FullPath = Path.Combine(PathDir, "xgConsole.exe");
if (FileExists(FullPath))
{
XGEConsoleExePath = FullPath;
break;
}
}
}
return XGEConsoleExePath;
}
to
  public string XGEConsoleExe()
{
return @"C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe";
}

This should behave the same as 4.8.3. You can also try removing the \ 's in D:\\android-sdk-windows\build-tools. Please let us know which one works for you, or if none of the above fixes the issue you’re running in to.

Looking forward to hearing back from you, thanks!

Hey,

I grabbed the source code from GitHub (4.9 branch) to give this a try. But before doing the change you proposed, I tried simply giving it another try. And it worked! (for both Android and HTML5)

So my guess is that this has either been fixed between 4.9p3 and 4.9 Github, or the issue is specific to the binary version of UE4.

At any rate, I’ll give this another try when (if) 4.9p4 is released.

Thanks!

PS: [That other issue][1] is still present in the same game when packaged with this latest 4.9 version.

Game crash on Android Lollipop - Programming & Scripting - Epic Developer Community Forums

Tested with 4.9p4. The same bug is happening. :frowning:

I tested on a new C++ First Person template.

So I suppose this only happens on the binary version, but not when built from source.

So, testing the change you proposed earlier would be pointless, as it works when built from source regardless (without any changes).

Any other ideas?

So when you’re on Binary 4.9 Preview 4, you still have the issue however when you’re in the source build, you do not have the issue?

Exactly.

Only on code projects, worth noting. Blueprint-only projects package fine on either version (binary or source build).

I have verified that your project packages for both Android and HTML5 on my machine, in Binary.

You may need to go back through the set up for each of the platforms that you’re trying to package for:

  • [HTML5][1]
  • [Android][2]

Let us know if you have any further questions or concerns! :slight_smile:

Sharing and Releasing Projects for Unreal Engine | Unreal Engine 5.1 Documentation
[2]: General Mobile Development for Unreal Engine | Unreal Engine 5.1 Documentation

Alright, I’ll give it another try and post an update. Thanks for your attention! :slight_smile: