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Error Building On Android

I keep getting the following error when attempting to launch on android. I installed AndroidWorks. I am on OSX, I get the same error using github source or the installer on 4.10.4. This is on a new blank project c++

Error:

vel: mono: clang: error: linker command failed with exit code 1 (use -v to see invocation) LogPlayLevel: mono: -------- End Detailed Actions Stats ----------------------------------------------------------- LogPlayLevel: mono: ERROR: UBT ERROR: Failed to produce item: /Users/josh.moore/MyProject/Binaries/Android/MyProject-armv7-es2.so LogPlayLevel: mono: Total build time: 1324.06 seconds LogPlayLevel: CommandUtils.Run: Run: Took 1324.471538s to run mono, ExitCode=5 LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): /Users/josh.moore/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject Android Development /Users/josh.moore/MyProject/MyProject.uproject -remoteini="/Users/josh.moore/MyProject" -noxge -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.28-19.44.36.txt' LogPlayLevel: Stacktrace: at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in unknown>:0 LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in unknown>:0 LogPlayLevel: at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String CommandLine, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in unknown>:0 LogPlayLevel: at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String Project, System.String Target, System.String Platform, System.String Config, System.String AdditionalArgs, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in unknown>:0 LogPlayLevel: at AutomationTool.UE4Build.BuildWithUBT (System.String ProjectName, System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, System.String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean ForceUnity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in unknown>:0 LogPlayLevel: at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars) [0x00000] in :0 LogPlayLevel:
at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0 LogPlayLevel:
at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0 LogPlayLevel: at BuildCookRun.ExecuteBuild () [0x00000] in :0 LogPlayLevel: at BuildCommand.Execute () [0x00000] in :0 LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 LogPlayLevel: Domain_ProcessExit LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1330.548184 LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.

Full Output Log: link text

Main log file: link text

EDIT: I was able to package in 4.9. OSX Version 10.11.3 AndroidWorks 1R1

I have reinstalled android works and unreal engine and still get the same error.

Product Version: UE 4.10
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asked Feb 29 '16 at 03:13 AM in Packaging & Deployment

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joshmmo
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avatar image Matthew J Feb 29 '16 at 04:17 PM

Hello joshmmo,

So that we have more information, have you been able to launch/package for Android in any previous versions of the engine or have you tried? What version of AndroidWorks and OSX are you using?

avatar image joshmmo Feb 29 '16 at 05:25 PM

See my edit. I think AndroidWorks 1R1 is what you are looking for? I don't see anything else related to a version number.

Also if you look in the unrealbuildtool-2016 log file I uploaded, it looks like I am missing libraries for android works? It's related to 4.9 so not sure if that has something to do with the missing files?

avatar image Matthew J Feb 29 '16 at 08:19 PM

It's most likely something related to what version of the SDK the editor is seeing. Could you please open the editor, and then select Edit > Project Settings > Android SDK (Under Platforms) and take a screenshot of the fields there like this? alt_text

android.png (28.0 kB)
avatar image joshmmo Feb 29 '16 at 11:21 PM
avatar image Matthew J Mar 04 '16 at 03:50 PM

Thank you for that information. I'm still looking into this issue and I'll let you know as soon as I find anything worth trying.

avatar image Matthew J Mar 07 '16 at 08:13 PM

Unfortunately I haven't have much luck reproducing the problem you're having with any of our hardware. Have you tried uninstalling the Android SDK completely and then reinstalling it? Also, just to test, can you try packaging a blueprint project instead of a C++ one to see if it'll work correctly?

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We haven't heard from you in a while, joshmmo. Are you still experiencing this issue? If so, have you tried what I suggested in my previous post? I'm interested to know the results. In the meantime, I'll be marking this issue as resolved for tracking purposes.

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answered Mar 14 '16 at 02:51 PM

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