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Build to android failing. cling++ error

LogPlayLevel: CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe FUCKFUCKFUCK Android Development "C:\Users\Or\Documents\Unreal Projects\FUCKFUCKFUCK\FUCKFUCKFUCK.uproject" -noxge -generatemanifest -rocket -NoHotReloadFromIDE LogPlayLevel: UnrealBuildTool: Performing full C++ include scan (building a new target) LogPlayLevel: UnrealBuildTool: NDK version: 19, GccVersion: 4.8 LogPlayLevel: CommandUtils.Run: Run: Took 1.9954138s to run UnrealBuildTool.exe, ExitCode=0 LogPlayLevel: UE4Build.PrepareManifest: Copied UBT manifest to C:\Program Files (x86)\Epic Games\4.9\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml LogPlayLevel: CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe FUCKFUCKFUCK Android Development "C:\Users\Or\Documents\Unreal Projects\FUCKFUCKFUCK\FUCKFUCKFUCK.uproject" -noxge -rocket -NoHotReloadFromIDE -ignorejunk LogPlayLevel: UnrealBuildTool: Performing 2 actions (4 in parallel) LogPlayLevel: UnrealBuildTool: [1/2] clang++.exe MyCharacter.cpp [armv7-es2] LogPlayLevel: UnrealBuildTool: clang++.exe: error: clang frontend command failed due to signal (use -v to see invocation) LogPlayLevel: UnrealBuildTool: clang version 3.6 LogPlayLevel: UnrealBuildTool: Target: armv7-none-linux-androideabi LogPlayLevel: UnrealBuildTool: Thread model: posix LogPlayLevel: UnrealBuildTool: clang++.exe: note: diagnostic msg: PLEASE submit a bug report to http://source.android.com/source/report-bugs.html and include the crash backtrace, preprocessed source, and associated run script. LogPlayLevel: UnrealBuildTool: clang++.exe: note: diagnostic msg: LogPlayLevel: UnrealBuildTool: LogPlayLevel: UnrealBuildTool: LogPlayLevel: UnrealBuildTool: PLEASE ATTACH THE FOLLOWING FILES TO THE BUG REPORT: LogPlayLevel: UnrealBuildTool: Preprocessed source(s) and associated run script(s) are located at: LogPlayLevel: UnrealBuildTool: clang++.exe: note: diagnostic msg: C:\Users\Or\AppData\Local\Temp\MyCharacter-42e6fe.cpp LogPlayLevel: UnrealBuildTool: clang++.exe: note: diagnostic msg: C:\Users\Or\AppData\Local\Temp\MyCharacter-42e6fe.sh LogPlayLevel: UnrealBuildTool: clang++.exe: note: diagnostic msg: LogPlayLevel: UnrealBuildTool: LogPlayLevel: UnrealBuildTool: LogPlayLevel: UnrealBuildTool: -------- End Detailed Actions Stats ----------------------------------------------------------- LogPlayLevel: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\Or\Documents\Unreal Projects\FUCKFUCKFUCK\Binaries\Android\FUCKFUCKFUCK-armv7-es2.so LogPlayLevel: UnrealBuildTool: Total build time: 904.62 seconds LogPlayLevel: CommandUtils.Run: Run: Took 904.7376356s to run UnrealBuildTool.exe, 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): C:\Program Files (x86)\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe FUCKFUCKFUCK Android Development "C:\Users\Or\Documents\Unreal Projects\FUCKFUCKFUCK\FUCKFUCKFUCK.uproject" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.03.16-17.59.48.txt' LogPlayLevel: Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) LogPlayLevel: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) LogPlayLevel: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) LogPlayLevel: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String[] CommandLine) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) LogPlayLevel: at AutomationTool.Program.Main() LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes. LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 LogPlayLevel: Domain_ProcessExit LogPlayLevel: copying UAT log files... LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully. LogPlayLevel: Completed Launch On Stage: Build Task, Time: 906.392810 LogPlayLevel: BUILD FAILED PackagingResults:Error: Error Launch failed! Unknown Error

Im trying to launch to my android device and i get this error. When lauching to windows it works fine. I have no idea whats going on. Any help would be appreciated.

Product Version: UE 4.9
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asked Mar 16 '16 at 11:19 PM in Packaging & Deployment

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orbenet52
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Ok. I managed to solve this by starting a new project as C++ blank project set for mobile and scaleable graphics. Then I just redid everything. The original project was set to desktop mode and then was switched to mobile. I must of done something stupid. Either way I resolved it.

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answered Mar 17 '16 at 12:06 AM

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orbenet52
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