Compiler Checks Win64 Folder Instead Of Android Folder?
When I compile my Android project with GooglePlay active, the compiler checks the Engine/Binaries/Win64 for the OnlineSubsytemGooglePlay, instead of the Engine/Binaries/Android folder. Giving me this Error:
MainFrameActions: Packaging (Android (ETC1)): UE4Editor-Cmd: LogModuleManager:Warning: ModuleManager: Unable to load module 'OnlineSubsystemGooglePlay' because the file 'C:/Program Files/Epic Games/4.10/Engine/Binaries/Win64/' was not found.
The Win64 folder doesn't have any GooglePlay files associated with it, so I'm not sure why it goes to that folder. Does anyone know why it might check the wrong location, or know how I could manually make it check the right one?
Btw, this occurs for me in the 4.10 as well. I'm working with 4.11 Preview 6 now..
Edit: Not sure how I didn't notice this before, but this error actually pops up in the Output Log upon loading up the project. In nice bright yellow letters. Here's a screenshot.
Most of this stuff seems important, but I'm not sure how to change it. My default profile and default folder locations all point to the Win64, despite making an android game. Anyone know how to change this?
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answered Mar 21 '16 at 02:18 PM
It tries to load OnlineSubsystemGooglePlay module and engine running on windows will obviously look up for binary in Win64 (or Win32 if you run 32-bit), GooglePlay support is only implemented to work on Android so it won't build on Windows.
My guess is you set subsystem in config and engine will try to load it in Windows too (and fail). So if it build anyway, just ignore it :)
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