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\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.FileSystemEnumerableIterator1.CommonInit() MainFrameActions: Packaging (Android (All)): UnrealBuildTool: 위치: System.IO.FileSystemEnumerableIterator1…ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler1 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\\Documents\Unreal Projects\ActionRPGInventorySystem2\ActionRPGInventorySystem2.uproject" -remoteini="C:\Users\\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, Dictionary2 EnvVars)
MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 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, Dictionary2 EnvVars)
MainFrameActions: Packaging (Android (All)): 위치: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 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(List1 CommandsToExecute, CaselessDictionary1 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

If you remove “Universal Mobile Ads for iOS & Android” and it works I’d PM ** or post in the forum below.

  • You may have the wrong compiled version.
  • A recent update might have fixed something.
  • Configuration issue, see https://.com/plugins/docs/UniversalMobileAds_UserGuide.pdf

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