[4.13] Plugin Packaging - No BuildPlatform Found For Androi

I am attempting to create a plugin to distribute to friends, and it compiles fine in Visual Studio, no problems from the Unreal Build Tool, and the entire project can be packaged.

Whenever I attempt to package the plugin from the Plugins menu, though, I received the following error:

CommandUtils.Run: Run: Took 31.9848294s to run UnrealBuildTool.exe, ExitCode=0
Program.Main: ERROR: AutomationTool terminated with exception: ERROR: GetBuildPlatform: No BuildPlatform found for Android
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

I’m not sure what exactly is going wrong here, and the logs

I had this exact problem myself.

Posokhov,

Could you please upload the full error output logs for further review?

Thanks!

Hey Posokhov,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

[link text][1]

This is the full log. It gives the error that there is no BuildPlatform found for Android while trying to package the plugin. When I try to configure the Android platform, it gives an error that it cannot read project.properties, and the Android folder in /Build/ is empty.

110512-pluginworkshop.txt (74.9 KB)

In the project settings, please make sure that Android is selected as one of them. Also make sure you’ve properly updated your Project Settings > Android SDK section.

Do all plugins need to be set up for Android? I had no intention of packaging it for Android, but even when I try to uncheck Android, it simply doesn’t let me not try to package for Android.

  • Is this only happening with the plugin that you created?
  • Does any other project receive this error while packaging?
  • Have you checked the active plugins in your project?
  • Have you tested within a new version of the engine?

Here is an [AnswerHub][1] that ran into this issue, but it’s for Mac. It may or may not be useful in your situation.

Thanks!

Packaging Android from Mac OSX - nope - Mobile - Epic Developer Community Forums