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OnlineSubsystemFacebook Android on Engine 4.13

We have a problem packaging for Android, we're using OnlineSubsystemFacebook for authentication purpose but it seems that there is a problem with the OnlineSubsystemFacebook library for android, this is the error log:

UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.13/Engine/Plugins/Online/OnlineSubsystemFacebook/Binaries/Android/UE4-OnlineSubsystemFacebook-armv7-es2.a'

We can see that there is no Android folder in the /Binaries folder, but just iOS, Win32, Win64.

Do you know if at least OnlineSubsystemFacebook is available for Android in the engine 4.13?

UPDATE:

We tried several solutions without success. The problem persists; we have created a clean blueprint project enabling the OnlineSubsystemFacebook, the project packages correctly but once the app is open, an alert message shows up "OnlineSubsystemFacebook not found, do you want to disable it?". Adding the C++ blank class cause the alert to not to be showed. But the problem is when we want to use the OnlineSubsystemFacebook. We're using this guide from Gamesparks, the only thing we've added is the condition Target.Platform == UnrealTargetPlatform.Android in the build.cs file of our project. It's working correctly on the pc (in viewport or by packaging), we can login using Facebook; but when we try to package to Android (even if we use or don't use the classes pointed out in the guide) the build error shows up.

This is the full log when we try to package fro Android(all):

 Running AutomationTool...
 Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/TinyCup/Desktop/TestBlueprintEmpty/TestBlueprintEmpty.uproject BuildCookRun -project=C:/Users/TinyCup/Desktop/TestBlueprintEmpty/TestBlueprintEmpty.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Android_ATC -targetplatform=Android -cookflavor=ATC -build -cook -map= -unversionedcookedcontent -compressed -stage -deploy -cmdline=" -Messaging" -device=Android_ATC@0864e1fd02a33ec9 -addcmdline="-SessionId=8CC5B5974EA2E68845BAC79AD768D492 -SessionOwner='TinyCup' -SessionName='SM_T335 (0864e1fd02a33ec9)' " -run
 Automation.Process: Setting up command environment.
 BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject
 Project.Build: ********** BUILD COMMAND STARTED **********
 CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe TestBlueprintEmpty Android Development -Project=C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject  C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject  -remoteini="C:\Users\TinyCup\Desktop\TestBlueprintEmpty" -noxge -generatemanifest -NoHotReload
 UnrealBuildTool: Performing full C++ include scan (building a new target)
 UnrealBuildTool: NDK version: 21, GccVersion: 4.9
 UnrealBuildTool: building WITHOUT VULKAN define
 UnrealBuildTool: Vulkan SDK is installed, but the project disabled Vulkan (bSupportsVulkan setting in Engine). Disabling Vulkan RHI for Android
 CommandUtils.Run: Run: Took 0.8352225s to run UnrealBuildTool.exe, ExitCode=0
 CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe TestBlueprintEmpty Android Development -Project=C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject  C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject  -remoteini="C:\Users\TinyCup\Desktop\TestBlueprintEmpty" -noxge -NoHotReload -ignorejunk
 UnrealBuildTool: Creating makefile for TestBlueprintEmpty (no existing makefile)
 UnrealBuildTool: Performing full C++ include scan (no include cache file)
 UnrealBuildTool: NDK version: 21, GccVersion: 4.9
 UnrealBuildTool: building WITHOUT VULKAN define
 UnrealBuildTool: Vulkan SDK is installed, but the project disabled Vulkan (bSupportsVulkan setting in Engine). Disabling Vulkan RHI for Android
 UnrealBuildTool: Parsing headers for TestBlueprintEmpty
 UnrealBuildTool:   Running UnrealHeaderTool "C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject" "C:\Users\TinyCup\Desktop\TestBlueprintEmpty\Intermediate\Build\Android\TestBlueprintEmpty\Development\TestBlueprintEmpty.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
 UnrealBuildTool: Reflection code generated for TestBlueprintEmpty in 4.6594966 seconds
 UnrealBuildTool: Compiling Native code with NDK API 'android-21'
 UnrealBuildTool: Performing 8 actions (4 in parallel)
 UnrealBuildTool: [1/8] clang++.exe TestBlueprintEmpty.h [armv7-es2]
 UnrealBuildTool: [2/8] clang++.exe UELinkerFixupsName.h [armv7-es2]
 UnrealBuildTool: [3/8] clang++.exe UELinkerFixups.cpp [armv7-es2]
 UnrealBuildTool: [4/8] clang++.exe FBAPIComponent.cpp [armv7-es2]
 UnrealBuildTool: [5/8] clang++.exe MyClass.cpp [armv7-es2]
 UnrealBuildTool: [6/8] clang++.exe TestBlueprintEmpty.cpp [armv7-es2]
 UnrealBuildTool: [7/8] clang++.exe TestBlueprintEmpty.generated.cpp [armv7-es2]
 UnrealBuildTool: [8/8] clang++.exe TestBlueprintEmpty-armv7-es2.so
 UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.13/Engine/Plugins/Online/OnlineSubsystemFacebook/Binaries/Android/UE4-OnlineSubsystemFacebook-armv7-es2.a'
 UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.13/Engine/Plugins/Online/OnlineSubsystemFacebook/Binaries/Android/UE4-OnlineSubsystemFacebook-armv7-es2.a'
 UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\TinyCup\Desktop\TestBlueprintEmpty\Binaries\Android\TestBlueprintEmpty-armv7-es2.so
 UnrealBuildTool: Total build time: 33.22 seconds
 CommandUtils.Run: Run: Took 33.3607587s to run UnrealBuildTool.exe, ExitCode=5
 Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe TestBlueprintEmpty Android Development -Project=C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject  C:\Users\TinyCup\Desktop\TestBlueprintEmpty\TestBlueprintEmpty.uproject  -remoteini="C:\Users\TinyCup\Desktop\TestBlueprintEmpty" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.11.02-19.29.46.txt'
    in AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
    in AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
    in AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
    in AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
    in AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
    in AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
    in Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
    in BuildCookRun.DoBuildCookRun(ProjectParams Params)
    in AutomationTool.BuildCommand.Execute()
    in AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    in AutomationTool.Automation.Process(String[] Arguments)
    in AutomationTool.Program.MainProc(Object Param)
    in AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
    in AutomationTool.Program.Main()
 Program.Main: AutomationTool exiting with ExitCode=5 (5)
 BUILD FAILED

We can't find any information about the availability for Android of the OnlineSubsystemFacebook.

Product Version: UE 4.13
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asked Oct 26 '16 at 01:20 PM in Packaging & Deployment

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TinyCup
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3 answers: sort voted first

Downloading the source code of the Engine we can see that in the OnlineSubsystemFacebook.Build.cs, the Android platform is not supported yet.

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answered Nov 03 '16 at 06:37 PM

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TinyCup
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Hello,

We can help you. Our plugin Extended Facebook Online Subsystem for all platforms is exactly what you need: https://forums.unrealengine.com/unreal-engine/marketplace/85702-holiday-sale-40-extended-facebook-online-subsystem Plugin was released 2 years ago and was tested in many ways during this time. It's stable, receives update every 1-2 months ,and we provide premium support.

If you have any questions, feel free to ask! :)

Patrick, gameDNA Ltd

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answered Dec 24 '17 at 04:19 PM

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gameDNA studio
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Hi TinyCup,

I was able to package for android after enabling the OnlineSubsystemFacebook plugin. Could you try packaging in a clean project. I looked through my build log and didn't see the same message you posted here. Are you using default build settings. Also are you packaging to android(all) ?

Thanks,

Ed

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answered Oct 31 '16 at 09:39 PM

avatar image TinyCup Nov 01 '16 at 09:10 AM

Hi can you please tell us if you have the Android folder in the /Binaries folder atfer the package build? We've alse tried to packaging for Android(all) but the error remains.

avatar image Ed Burgess ♦♦ STAFF Nov 01 '16 at 02:55 PM

I don't have the Android folder in the /Binaries folder you pointed out however, this didn't prevent me from packaging.

Try packaging in a blank code project. I'd just like to point out (just in case) that enabling the OnlineSubsystemFacebook plugin in a blueprint project will return errors since the engine thinks it is a code project (after enabling the plugin) and is looking for code to compile. To get around this just add a blank C++ class.

If the issue occurs in a blank project please include the full output log from when you started packaging. That will assist in this investigation.

If this only occurs in your personal project then this issue is unique to your project and you will need to review your code/assets to make sure there are no errors causing this problem.

avatar image TinyCup Nov 02 '16 at 07:12 PM

Hi @Ed, i've update the OP to show the full log. Please let me know if you need more informations.

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