Android SDK not installing from CodeWorks on MacOS

Hi, Im trying to package an Android game in Unreal Engine. Ive tried to install Android SDK using Nvidia Codeworks for Android Component Manager. It gives me the error shown in the picture. Ive tried to install it on 2 Macbooks running where java 6 and latest version of java jdk are both installed but it gives the same error on both systems. And ive tried both 1R4u2 and 1R5. Same result. Any solutions guys?

Hi sheikhumar93,

I’ve just finished testing on our Mac running and all the SDK settings carried over from, except I did have to reinstall Java 6 and Java 7, a step you might want to try. Also:

  1. Also are you running UE4.12?
  2. Is this on a machine you used to run on, or is this a new machine with installed?
  3. If it used to run, did you have the SDKs set up successfully before to where you could package for Android?

Lastly please copy the entire text of the error into a text document and post here.

Thanks,

H.

Hi shiekhumar93,

Since we have not heard back from you in a while, we are marking this post “resolved” for tracking purposes. However, if you are still having problems installing Android Codeworks on Macs running , please respond with the requested information and we will continue to investigate.

Thanks,

H.

Since we have not heard back from you in a while, we are marking this post “resolved” for tracking purposes. However, if you are still having problems installing Android Codeworks on Macs running , please respond with the requested information and we will continue to investigate.

I’m going through the same problem. I do not know what to do. I followed all procedures and presented the same mistake

Is there any other way to install these packages?

Hello, H.

Maybe my answers can also help shiekhumar93, since we are going through the same problem…

Also are you running UE4.12?
The version I am using is 4.13.

Is this on a machine you used to run on, or is this a new machine with installed?
My MacBook was made to upgrade the .

If it used to run, did you have the SDKs set up successfully before to where you could package for Android?
I did not have the SDKs created before Upgrade

This is the error message that appears:

Installing Android SDK Base 24.4.1_u1 failed.

Return Code: 2
failed MSpanList_Insert 0x2df7f0 0x4dd9124966ce 0x0
fatal error: MSpanList_Insert

goroutine 16 [running]:
runtime.throw(0x26a8bb)

/home/amyl/software/go/src/pkg/runtime/panic.c:520 +0x69 fp=0x4685d8 sp=0x4685c0
runtime.MSpanList_Insert(0x27e0c8, 0x2cba20)

/home/amyl/software/go/src/pkg/runtime/mheap.c:618 +0x8a fp=0x468600 sp=0x4685d8
MHeap_FreeLocked(0x27de40, 0x2cba20)

/home/amyl/software/go/src/pkg/runtime/mheap.c:445 +0x187 fp=0x468640 sp=0x468600
MHeap_AllocLocked(0x27de40, 0x3, 0x2c)

/home/amyl/software/go/src/pkg/runtime/mheap.c:257 +0x288 fp=0x468680 sp=0x468640
runtime.MHeap_Alloc(0x27de40, 0x3, 0x1000000002c)

/home/amyl/software/go/src/pkg/runtime/mheap.c:178 +0x7b fp=0x4686a8 sp=0x468680
MCentral_Grow(0x289ac8)

/home/amyl/software/go/src/pkg/runtime/mcentral.c:265 +0x89 fp=0x468708 sp=0x4686a8
runtime.MCentral_CacheSpan(0x289ac8)

/home/amyl/software/go/src/pkg/runtime/mcentral.c:84 +0x14b fp=0x468738 sp=0x468708
runtime.MCache_Refill(0x2b7000, 0xc20000002c)

/home/amyl/software/go/src/pkg/runtime/mcache.c:78 +0x119 fp=0x468768 sp=0x468738
runtime.mallocgc(0x1200, 0x147e60, 0x0)

/home/amyl/software/go/src/pkg/runtime/malloc.goc:152 +0x30e fp=0x4687d0 sp=0x468768
runtime.new(0x174e60, 0x0)

/home/amyl/software/go/src/pkg/runtime/malloc.goc:826 +0x3b fp=0x4687f0 sp=0x4687d0
compress/flate.NewReader(0x2c7ec0, 0xc2080e8d50, 0x0, 0x0)

/home/amyl/software/go/src/pkg/compress/flate/inflate.go:686 +0x4f fp=0x468828 sp=0x4687f0
archive/zip.(*File).Open(0xc2080579e0, 0x0, 0x0, 0x0, 0x0)

Hi v.el,

This has been answered on the following AnswerHub post: fatal error: MSpanList_Insert - Can’t install android codeworks under OSX

In short, this is not an issue with UE4 per se, but rather with Nvidia’s SDK installer. It has been reported that you can download the new installer here: Download Center

Please try that installer and let us know if it does not work for you.

Thanks,

H.

Hi, ,

Thank you for answering our questions quickly. Tonight I will do this test and I will certainly return the message presenting the test result, okay?

Thanks so much.

Hi, ,

Well, I am here to introduce a test return what I did yesterday, according to their orientation. I managed to install the packages. So I started to do the next step is to compile the project. Presented an error called “RunUAT ERROR:. AutomationTool Was Unable to run successfully” I realized in my search here several people also experienced this problem. It is seen that in most cases the solution was to make the configuration change in the developer. I made this change but there is still the same problem. I created a new clean design and the same problem appeared in this I am sending the log of the two cases. I believe that lack little for me to compile my project, but, as I am new in Unreal, from this point on I have limited knowledge. Help me again. Thank you so muchClean Project Unreal
Log Error Project

The Error in the provided logs is the same one reported here: Error Building for android on 4.12

Please try the troubleshooting steps there.

A few other things to consider:

  • Disable the GoogleVR plugin if enabled
  • For troubleshooting purposes, try publishing a Blank Blueprint ThirdPerson Template project to the desktop with neither armV7 or arm64 selected in your Android settings.

Hello, ,

Again, thank you for the clarification. I did what you asked, I identified the my device processor and let only one selected in the Android Settings, cleaned up the files in the Binaries and Intermediate folders of my project, I disabled Google VR Motion, restarted my MackBook, made a new compilation and presented the results as described in the .txt file attached. The RunUAT error still continues but I believe there was a breakthrough, friend, and I will need your support to make this analysis again to see what is still missing. Again, thank you.

[Log][1]

110910-screen+shot+2016-10-14+at+13.53.03.png

110910-screen+shot+2016-10-14+at+13.53.03.png

The error in your latest log matches the error on this forum post: Packaging Errog… Please Help

Please try the solution posted there and let me know if it does not resolve the issue.

Hello,

I would like to once again thank for helping me solve this problem. Now I’m able to compile my game straight from my device. I installed JRE 8 and JDK 8 ()() and follow the instructions on the links () and (). To successfully install the JRE I had to uninstall the JRE version installed on my Mackbook. To do this, follow the instructions contained in the two links above. To be able to install all the packages I opened the Eclipse Luna and accessed the SDK Manager “Window / Android SDK Manager” within the own Eclipse Luna. Then I downloaded all the files within the folder NVPACK previously created by Codeworks. The NDK packages (android-ndk-r13-darwin-x86_64.zip) and ANT (Apache Ant 1.9.7 Released) I downloaded the latest version directly from the site too () and (), respectively and BINGO!

111072-screen+shot+2016-10-15+at+22.42.50.png

[BINGO!][4]

Thanks for taking the time to post in detail how to install the JRE 8 and JDK 8 and update the NDK packages for other users that may be experiencing this issue in .

Hello, ,

I thank you for the availability to help me in solving this problem.

If anyone is still having trouble with this, I have made a very straight forward guide: Physica Games - Unreal Engine V4.14 Cannot Deploy to Android

It is worth a try first, before attempting what other posters in this topic have suggested, as it is very straight forward. Hope it helps

Thank you mdcw9,
You are a life saver! :slight_smile:

I’m very glad it helped kreshnov :). I remember how frustrating this was!