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Android Dev Setup - Missing Components

Having trouble with getting past.... alt text

I have followed, http://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/index.html?utm_source=editor&utm_medium=docs&utm_campaign=tutorials

  • Installed all from AndroidWorks without error.

  • Checked the Win 7 Environment Variables. Attempted various on UE 4.11.1, 4.10.4, 4.9.2, VS2013CE, VS2015CE.

I also note that the Android phone doesn't show up in the UE4 device manager. 'adb devices' sees the phone.

The linked "Android Quick Start" help doc from UE4.11 was written for UE4.9. Not sure if this is relevant.

Is there a way to debug exactly which components are missing? I can't find any log to indicate what to try next. Any help with direction would be appreciated.

Product Version: UE 4.11
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asked Apr 13 '16 at 05:38 AM in Packaging & Deployment

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avatar image MitRA Jun 18 '16 at 02:04 AM

Same problem. The main issue is that the error message gives zero information about actual problem.

avatar image DesertEagle_PWN Mar 20 '19 at 04:09 AM

Make sure also that all of your Android SDK paths in Project Settings > AndroidSDK are correct as well. If you're like me and updated from an old SDK you may have accidentally missed changing those. Though it really would help if this error was more insightful or useful.

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2 answers: sort voted first

SOLVED. Installed on my new MSI GT80. Everything works. UE411, VS2015, No Tegra. Still don't know why not on the other machine. Could be in some log somewhere. Anyone else having same problems, I would be happy to try and help.

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answered Apr 15 '16 at 07:18 AM

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avatar image paul.jan725 Sep 12 '16 at 08:14 PM

Hit this when updating my AndroidWorks from 1R4 to 1R5. Solved by manually setting new locations for Edit Menu > Project Settings > Android SDK.

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Hit the same issue. All the answers so far have been specific to individual solutions, so I had to track down a little further.

The sdk setup validation is done via UnrealBuildTool, executed from TargetPlatformManagerModule.cpp :: SetupSDKStatus()

You can iterate a little faster than through the editor: run /Engine/Binaries/DotNET/UnrealBuildTool.exe -validateplatform -platforms=Android

you can add -verbose, but it doesn't actually print anything useful.

In your IDE, set UnrealBuildTool as the startup project, set the parameters above for launch, and add a breakpoint in UEBuildAndroid.cs :: HasAnySDK()

step through, and you can see what values are actually being used for the validation step, and what it is expecting / what it can't find.

Epic: it would be nice if -verbose actually printed something useful in this situation.

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answered Oct 04 '16 at 06:22 PM

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