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Android Launch Failed Error

Hello, every time I try to package or launch my game it fails.

UE4: Version 4.10.4 Samsung Galaxy Note 2: Version 4.4.2

 LogPlayLevel: Launcher Device ID: Android_ETC1@42f7b408ae128f17
 LogPlayLevel: PlayLevel: No blueprints needed recompiling
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/BP_BlockActor!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/GI_FourColorGameInstance!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/GM_PuzzleGameMode!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/Levels/Level1!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/M_BlankMat!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/M_BlockMat!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/M_BlockMat_Static!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/SM_Hexagon!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/T_Hexagon_UV!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/FourColorPuzzle/UI_UIScreen!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/Geometry/Meshes/1M_Cube!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/Geometry/Meshes/CubeMaterial!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/MobileStarterContent/Architecture/Floor_400x400!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/MobileStarterContent/Materials/M_Basic_Floor!
 LogPackageDependencyInfo:Display:     Package Info not found for ../../../MobileTest/Content/PuzzleBP/Blueprints/PuzzlePlayerController!
 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_10d4_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1e84_0///####STATCAT_Advanced####
 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//LauncherWorker///Thread_720_0///####STATCAT_Advanced#### old //STATGROUP_Threads//LauncherWorker///Thread_c58_0///####STATCAT_Advanced####
 LogChunkManifestGenerator:Display: Saving asset registry.
 LogChunkManifestGenerator:Display: Generated asset registry num assets 292, size is 215.42kb
 LogChunkManifestGenerator:Display: Done saving asset registry.
 LogCook:Display: Cook by the book total time in tick 0.000016s total time 1.124194
 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_7f4_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1e84_0///####STATCAT_Advanced####
 LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000050
 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1ecc_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1e84_0///####STATCAT_Advanced####
 LogPlayLevel: Running AutomationTool...
 LogPlayLevel: Program.Main: CWD=E:\Programs\UE4\4.10\Engine\Binaries\DotNET
 LogPlayLevel: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=E:/Documents/Unreal/MobileTest/MobileTest.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -rocket -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1 -build -map=/Game/FourColorPuzzle/Levels/Level1 -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/FourColorPuzzle/Levels/Level1 -Messaging -device=Android_ETC1@42f7b408ae128f17 -addcmdline=-SessionId=0C673CDF4370C37EF35534AE6D74C9E4 -SessionOwner=Matt -SessionName='Play On Device'  -run -nokill
 LogPlayLevel: Automation.Process: IsBuildMachine=False
 LogPlayLevel: Automation.Process: ShouldKillProcesses=False
 LogPlayLevel: Automation.Process: Setting up command environment.
 LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=E:/Programs/UE4/4.10/Engine/Programs/AutomationTool/Saved
 LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(E:/Programs/UE4/4.10/Engine/Programs/AutomationTool/Saved/Logs)
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1\
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=E:\Programs\Common7\Tools
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via E:\Programs\Common7\Tools\..\..\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
 LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework\
 LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework\
 LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
 LogPlayLevel: ProjectUtils.CleanupFolders: Cleaning up project rules folder
 LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(E:\Programs\UE4\4.10\Engine\Programs\AutomationTool\Saved\Rules)
 LogPlayLevel: Automation.Process: Compiling scripts.
 LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
 LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
 LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for E:\Documents\Unreal\MobileTest\MobileTest.uproject
 LogPlayLevel: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: E:\Programs\UE4\4.10\Engine\Programs\AutomationTool\Saved\Rules\UATRules-358816356.dll
 LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
 LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
 LogPlayLevel: ProjectParams.ValidateAndLog: Archive=False
 LogPlayLevel: ProjectParams.ValidateAndLog: ArchiveMetaData=False
 LogPlayLevel: ProjectParams.ValidateAndLog: CreateAppBundle=True
 LogPlayLevel: ProjectParams.ValidateAndLog: BaseArchiveDirectory=E:\Documents\Unreal\MobileTest\ArchivedBuilds
 LogPlayLevel: ProjectParams.ValidateAndLog: BaseStageDirectory=E:\Documents\Unreal\MobileTest\Saved\StagedBuilds
 LogPlayLevel: ProjectParams.ValidateAndLog: Build=True
 LogPlayLevel: ProjectParams.ValidateAndLog: Cook=True
 LogPlayLevel: ProjectParams.ValidateAndLog: Clean=
 LogPlayLevel: ProjectParams.ValidateAndLog: Client=False
 LogPlayLevel: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
 LogPlayLevel: ProjectParams.ValidateAndLog: ClientCookedTargets=MobileTest
 LogPlayLevel: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
 LogPlayLevel: ProjectParams.ValidateAndLog: Compressed=True
 LogPlayLevel: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
 LogPlayLevel: ProjectParams.ValidateAndLog: CookFlavor=ETC1
 LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFly=False
 LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
 LogPlayLevel: ProjectParams.ValidateAndLog: UnversionedCookedContent=False
 LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
 LogPlayLevel: ProjectParams.ValidateAndLog: NumCookersToSpawn=0
 LogPlayLevel: ProjectParams.ValidateAndLog: GeneratePatch=False
 LogPlayLevel: ProjectParams.ValidateAndLog: CreateReleaseVersion=
 LogPlayLevel: ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
 LogPlayLevel: ProjectParams.ValidateAndLog: DLCName=
 LogPlayLevel: ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
 LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalCookerOptions=
 LogPlayLevel: ProjectParams.ValidateAndLog: DedicatedServer=False
 LogPlayLevel: ProjectParams.ValidateAndLog: DirectoriesToCook=
 LogPlayLevel: ProjectParams.ValidateAndLog: CulturesToCook=
 LogPlayLevel: ProjectParams.ValidateAndLog: EditorTargets=
 LogPlayLevel: ProjectParams.ValidateAndLog: Foreign=False
 LogPlayLevel: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
 LogPlayLevel: ProjectParams.ValidateAndLog: IsProgramTarget=False
 LogPlayLevel: ProjectParams.ValidateAndLog: IterativeCooking=True
 LogPlayLevel: ProjectParams.ValidateAndLog: CookAll=False
 LogPlayLevel: ProjectParams.ValidateAndLog: CookMapsOnly=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Deploy=True
 LogPlayLevel: ProjectParams.ValidateAndLog: IterativeDeploy=True
 LogPlayLevel: ProjectParams.ValidateAndLog: FastCook=False
 LogPlayLevel: ProjectParams.ValidateAndLog: LogWindow=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Manifests=False
 LogPlayLevel: ProjectParams.ValidateAndLog: MapToRun=/Game/FourColorPuzzle/Levels/Level1
 LogPlayLevel: ProjectParams.ValidateAndLog: NoClient=False
 LogPlayLevel: ProjectParams.ValidateAndLog: NumClients=0
 LogPlayLevel: ProjectParams.ValidateAndLog: NoDebugInfo=False
 LogPlayLevel: ProjectParams.ValidateAndLog: NoCleanStage=False
 LogPlayLevel: ProjectParams.ValidateAndLog: NoXGE=False
 LogPlayLevel: ProjectParams.ValidateAndLog: MapsToCook=/Game/FourColorPuzzle/Levels/Level1
 LogPlayLevel: ProjectParams.ValidateAndLog: Pak=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Package=False
 LogPlayLevel: ProjectParams.ValidateAndLog: NullRHI=False
 LogPlayLevel: ProjectParams.ValidateAndLog: FakeClient=False
 LogPlayLevel: ProjectParams.ValidateAndLog: EditorTest=False
 LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTests=False
 LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTest=
 LogPlayLevel: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
 LogPlayLevel: ProjectParams.ValidateAndLog: CrashIndex=0
 LogPlayLevel: ProjectParams.ValidateAndLog: ProgramTargets=
 LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesFolder=E:\Documents\Unreal\MobileTest\Binaries\Android
 LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesPath=E:\Documents\Unreal\MobileTest\Binaries\Android
 LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExeFilename=E:\Documents\Unreal\MobileTest\Binaries\Android\MobileTest
 LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExePath=E:\Documents\Unreal\MobileTest\Binaries\Android\MobileTest
 LogPlayLevel: ProjectParams.ValidateAndLog: Distribution=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Prebuilt=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Prereqs=False
 LogPlayLevel: ProjectParams.ValidateAndLog: NoBootstrapExe=False
 LogPlayLevel: ProjectParams.ValidateAndLog: RawProjectPath=E:\Documents\Unreal\MobileTest\MobileTest.uproject
 LogPlayLevel: ProjectParams.ValidateAndLog: Rocket=True
 LogPlayLevel: ProjectParams.ValidateAndLog: Run=True
 LogPlayLevel: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
 LogPlayLevel: ProjectParams.ValidateAndLog: ServerCookedTargets=
 LogPlayLevel: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
 LogPlayLevel: ProjectParams.ValidateAndLog: ShortProjectName=MobileTest
 LogPlayLevel: ProjectParams.ValidateAndLog: SignedPak=False
 LogPlayLevel: ProjectParams.ValidateAndLog: SignPak=
 LogPlayLevel: ProjectParams.ValidateAndLog: SkipCook=True
 LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
 LogPlayLevel: ProjectParams.ValidateAndLog: SkipPak=False
 LogPlayLevel: ProjectParams.ValidateAndLog: SkipStage=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Stage=True
 LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSteam=False
 LogPlayLevel: ProjectParams.ValidateAndLog: bUsesCEF3=False
 LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSlate=True
 LogPlayLevel: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
 LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
 LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
 LogPlayLevel: UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
 LogPlayLevel: UE4Build.Build: ************************* UE4Build:
 LogPlayLevel: UE4Build.Build: ************************* ForceMonolithic: False
 LogPlayLevel: UE4Build.Build: ************************* ForceNonUnity:False
 LogPlayLevel: UE4Build.Build: ************************* ForceDebugInfo: False
 LogPlayLevel: UE4Build.Build: ************************* UseXGE: False
 LogPlayLevel: UE4Build.Build: ************************* UseParallelExecutor: False
 LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.751109
 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1e14_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1e84_0///####STATCAT_Advanced####
 LogPlayLevel: CommandUtils.Run: Run: E:\Programs\UE4\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe MobileTest Android Development  E:\Documents\Unreal\MobileTest\MobileTest.uproject  -remoteini="E:\Documents\Unreal\MobileTest" -noxge -generatemanifest -rocket -NoHotReloadFromIDE
 LogPlayLevel: UnrealBuildTool: NDK version: 19, GccVersion: 4.8
 LogPlayLevel: CommandUtils.Run: Run: Took 1.6360936s to run UnrealBuildTool.exe, ExitCode=0
 LogPlayLevel: UE4Build.PrepareManifest: Copied UBT manifest to E:\Programs\UE4\4.10\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
 LogPlayLevel: CommandUtils.Run: Run: E:\Programs\UE4\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe MobileTest Android Development  E:\Documents\Unreal\MobileTest\MobileTest.uproject  -remoteini="E:\Documents\Unreal\MobileTest" -noxge -rocket -NoHotReloadFromIDE -ignorejunk
 LogPlayLevel: UnrealBuildTool: ERROR: System.InvalidOperationException: There is an error in XML document (0, 0). ---> System.Xml.XmlException: Root element is missing.
 LogPlayLevel: UnrealBuildTool:    at System.Xml.XmlTextReaderImpl.Throw(Exception e)
 LogPlayLevel: UnrealBuildTool:    at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
 LogPlayLevel: UnrealBuildTool:    at System.Xml.XmlReader.MoveToContent()
 LogPlayLevel: UnrealBuildTool:    at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReader1.Read8_BuildReceipt()
 LogPlayLevel: UnrealBuildTool:    at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
 LogPlayLevel: UnrealBuildTool:    --- End of inner exception stack trace ---
 LogPlayLevel: UnrealBuildTool:    at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
 LogPlayLevel: UnrealBuildTool:    at System.Xml.Serialization.XmlSerializer.Deserialize(TextReader textReader)
 LogPlayLevel: UnrealBuildTool:    at UnrealBuildTool.BuildReceipt.Read(String FileName)
 LogPlayLevel: UnrealBuildTool:    at UnrealBuildTool.UEBuildTarget.CleanStaleModules()
 LogPlayLevel: UnrealBuildTool:    at UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments)
 LogPlayLevel: CommandUtils.Run: Run: Took 0.8470484s 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): E:\Programs\UE4\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe MobileTest Android Development  E:\Documents\Unreal\MobileTest\MobileTest.uproject  -remoteini="E:\Documents\Unreal\MobileTest" -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.05.13-16.20.09.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: 1.999992
 LogPlayLevel: BUILD FAILED
Product Version: UE 4.10
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asked May 13 '16 at 09:27 PM in Packaging & Deployment

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Averagejoe
28 2 6 9

avatar image Samantha Sutton ♦♦ STAFF May 16 '16 at 08:44 PM

Hey AverageJoe,

  • Are these the full logs from the output logs? If not, could you please upload the full logs as a .txt file for easier viewing?

  • Have you tested on 4.11 or 4.12?

  • Are you working out of Binary or Source?

  • Is your project made from blueprint only, c++ only or a mixture of both?

  • Have you tried packaging your project and launching it that way on your device?

  • Have you tried a new device?

  • Can you provide me a step-by-step reproduction guide so I too can verify this issue?

Looking forward to hearing back from you, thanks!

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I found a solution to my problem here. Worked wonders!!

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answered May 16 '16 at 11:25 PM

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Averagejoe
28 2 6 9

avatar image Samantha Sutton ♦♦ STAFF May 17 '16 at 07:07 PM

Wonderful, I'm glad to see you've resolved your own issue. Thanks for sharing!

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