Android Launch problem

I have a project that i can deploy to android device, but when i add C++ code to the project i am not able to Launch project on android device anymore.
Basically I am building project inside VS and still getting this log afterwards.
Can anyone help?

LogPlayLevel: Launcher Device ID: Android_ATC@8cdac85a
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_20a8_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1bf4_0///####STATCAT_Advanced####
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//LauncherWorker///Thread_2718_0///####STATCAT_Advanced#### old //STATGROUP_Threads//LauncherWorker///Thread_2054_0///####STATCAT_Advanced####
LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0
LogChunkManifestGenerator: Updated collection PackagesRemovedFromChunk0
LogChunkManifestGenerator: Chunk: 0, Started with 888 packages, Final after dependency resolve: 888
LogChunkManifestGenerator:Display: Saving asset registry.
LogChunkManifestGenerator:Display: Generated asset registry num assets 769, size is 1614.51kb
LogChunkManifestGenerator:Display: Done saving asset registry.
LogCook:Display: Cook by the book total time in tick 0.000030s total time 4.360131
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_cf8_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1bf4_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_231c_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1bf4_0///####STATCAT_Advanced####
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/D/Documents/Unreal Projects/Android_C++_workable/Android.uproject BuildCookRun -project=C:/Users/D/Documents/Unreal Projects/Android_C++_workable/Android.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe
=UE4Editor-Cmd.exe -utf8output -platform=Android_ATC -targetplatform=Android -cookflavor=ATC -map=/Game/ThirdPersonBP/Maps/BigMap_1 -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/ThirdPersonBP/Maps/BigMap_1 -Messaging -device=Android_ATC@8cdac85a -addcmdline=-SessionId=F5D011114ABFC7C5210608AFDB51C082 -SessionOwner=‘D’
-SessionName=‘Launch On Device’ -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\D\Documents\Unreal Projects\Android_C++_workable\Android.uproject
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Stage Failed. Missing receipt ‘Android.target’. Check that this target has been built.
LogPlayLevel: at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
LogPlayLevel: at Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at AutomationTool.BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files…
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.757214
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_2408_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_1bf4_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000036
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game

Hello ,

From the following error message, it seems that you haven’t built your project for the correct configuration:

PackagingResults:Error: Error Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UE4Game

If you are using the Launch option, this should be for the development configuration. Please open your .sln file in Visual Studio and change the Build Configuration to Development (Not development editor, this is for building for editor purposes) and then build it. You should be able to launch after this succeeds.

If you do package for Shipping however, you’ll need to do the same thing but use the Shipping Build Configuration.

Like i said i am able to load my project when it is blueprints only, but as soon as i add C++ class.first of all I get this :

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Running D:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe Android Win64 Development -editorrecompile “C:/Users/D/Documents/Unreal Projects/Android/Android.uproject” -invalidatemakefilesonly
Invalidating makefiles only in this run.
Recompiling Android…
Launching UnrealBuildTool… [D:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe Android -ModuleWithSuffix Android 6097 Win64 Development -editorrecompile -canskiplink “C:/Users/D/Documents/Unreal Projects/Android/Android.uproject” -2015]
CompilerResultsLog: New page: Compilation - Sep 13, 2016, 11:57:24 PM
CompilerResultsLog: Info Creating makefile for hot reloading -canskiplink (no existing makefile)
CompilerResultsLog: Info ERROR: Couldn’t find target rules file for target ‘-canskiplink’ in rules assembly ‘UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
CompilerResultsLog: Info Location: D:\Program Files (x86)\Epic Games\4.12\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
CompilerResultsLog: Info Target rules found:
CompilerResultsLog: Info UE4Game - D:\Program Files (x86)\Epic Games\4.12\Engine\Source\UE4Game.Target.cs
CompilerResultsLog: Info UnrealHeaderTool - D:\Program Files (x86)\Epic Games\4.12\Engine\Source\Programs\UnrealHeaderTool\UnrealHeaderTool.Target.cs
CompilerResultsLog: Info
LogMainFrame: MainFrame: Module compiling took 2.925 seconds
Warning: HotReload failed, recompile failed
Warning: RebindPackages failed because the compiler could not be started.

After what i go to VS and try to compile project as configuration" Development " and i get this inside UE:

This would be due to your project name. If you create a project named just ‘Android’, it’ll cause problems when it comes to compiling as it’ll think that you’re trying to compile the Android SDK itself, not just a simple project. You’ll need to rename your project or create another project that doesn’t have a name like this.

The project is failing to compile whenever code is introduced due to the project name. Since the project never finishes compiling, nothing from the code side of things is being added to the project so the code class will not be visible.

so the problem with C++ project not appearing in Content browser was connected to “Android” proj name? or the second part with VS was about “Android” project name?
Anyway thank you very, very much for your help! I had this problem for days, was reinstalling codeworks hundred times as well as UE, almost gave up. Finally I created new project and migrated my old one, it seems evertything is fine now. Thank you!

As a followup, I’ll be putting in a report to get functionality added that will prevent users from naming their projects in this manner, so this won’t affect anyone in the future.

sounds good, thanks again.