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How to force packager to rebuild AndroidJNI dll?

Hi! I'm trying to call native Android libraries, I write my own functions to AndroidJNI.cpp, but it's not being rebuild while android packaging, so the linker error occurs. So the question is how to properly do the stuff. I follow this instruction: https://answers.unrealengine.com/questions/104948/platform-specific-functionality-in-ue4-game.html The 'Full rebuild' checkbox in Project Settings -> Packaging doesn't work. Maybe I need to write dome code to MyApp.Build.cs. Thanks!

Product Version: UE 4.8
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asked Sep 01 '15 at 01:06 PM in Packaging & Deployment

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Are you using binary or GitHub version of UE4? If you are building all of the source code for the engine, then I don't know why it wouldn't build the engine code for Android.

Can you send a log of your packaging process from the editor?

I assume you have a code-based game, since you have a MyApp.Build.cs?


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answered Sep 01 '15 at 02:27 PM

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joshbadams STAFF
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avatar image Semen_Sechenev Sep 01 '15 at 06:04 PM

I think I inderstood the problem. I just downloaded UE from launcher, so if I download and change the source and then build with this https://docs.unrealengine.com/latest/INT/Programming/Development/BuildingUnrealEngine/index.html instruction, then everything'll be okay?

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