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android packaging error and fail

My project doesn't pack properly for android, but windows version packaging is fine.

I've had this problems after I install a plugin 'Universal Mobile Ads for iOS & Android' to attach some ads

to my project. In the plugin install process I put engine folder revised by pluginmaker,

I assume the main cause of this problems came from the process.

I did every solutions from this searching result in answerhub,

I did reinstall VS2015 and common tools, I did reinstall UE4 4.10

but I don't get any good reactions,

pls I need help, I am really tired and stressful, put 1weeks entierly to solve this issue..

MainFrameActions: Packaging (Android (All)): UnrealBuildTool: Receipt Filename: C:\Users\kan\Documents\Unreal Projects\ActionRPGInventorySystem2\Build\Receipts\ActionRPGInventorySystem2-Android-DebugGame-Android-DebugGame.target.xml MainFrameActions: Packaging (Android (All)): UnrealBuildTool: Receipt is NULL MainFrameActions: Packaging (Android (All)): UnrealBuildTool: MainFrameActions: Packaging (Android (All)): UnrealBuildTool: ====2016-02-20 오후 7:20:52====PREPARING TO MAKE APK================================================================= MainFrameActions: Packaging (Android (All)): UnrealBuildTool: UnrealBuildTool Exception: System.IO.DirectoryNotFoundException: 'C:\Program Files\Epic Games\4.10\Engine\Build\Android\Java\JavaTemplates' 경로의 일부를 찾을 수 없습니다. MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: System.IO.FileSystemEnumerableIterator`1.CommonInit() MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost) MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: System.IO.Directory.EnumerateFiles(String path, String searchPattern) MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: UnrealBuildTool.Android.UEDeployAndroid.MakeApk(String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage, Boolean bDisallowPackagingDataInApk) MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: UnrealBuildTool.Android.UEDeployAndroid.PrepTargetForDeployment(UEBuildTarget InTarget) MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments) MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: Took 53.5420969s to run UnrealBuildTool.exe, ExitCode=5 MainFrameActions: Packaging (Android (All)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe ActionRPGInventorySystem2 Android DebugGame "C:\Users\kan\Documents\Unreal Projects\ActionRPGInventorySystem2\ActionRPGInventorySystem2.uproject" -remoteini="C:\Users\kan\Documents\Unreal Projects\ActionRPGInventorySystem2" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.20-19.19.58.txt' MainFrameActions: Packaging (Android (All)): Stacktrace: 위치: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boo MainFrameActions: Packaging (Android (All)): lean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) MainFrameActions: Packaging (Android (All)): 위치: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Android (All)): 위치: BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Android (All)): 위치: BuildCommand.Execute() MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.Program.Main() MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Android (All)): Program.Main: AutomationTool exiting with ExitCode=5 MainFrameActions: Packaging (Android (All)): Domain_ProcessExit MainFrameActions: Packaging (Android (All)): copying UAT log files... MainFrameActions: Packaging (Android (All)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Android (All)): BUILD FAILED PackagingResults:Error: Error Unknown Error

Product Version: UE 4.10
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asked Feb 20 '16 at 10:40 AM in Packaging & Deployment

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2 answers: sort voted first

Hey flower011red,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

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answered Feb 29 '16 at 04:26 PM

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If you remove "Universal Mobile Ads for iOS & Android" and it works I'd PM gameDNA Studio or post in the forum below.


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answered Feb 20 '16 at 12:29 PM

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avatar image Samantha Sutton ♦♦ STAFF Feb 22 '16 at 10:08 PM


Did Bino's suggestion resolve your issue?

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