Can't deploy to Android

Hello,

I can’t seem to deploy on Android at all. I had the same problem [here][1] blacklisting Android & before going through the [Android Quick Start][2] because now I actually want to deploy to Android. [Here’s the full log.][3]

EDIT: just tried it on a Blank BP project to the same (lack of) result.

Android blacklisted, still No BuildPlatform found for Android - Mobile - Epic Developer Community Forums
[2]: Setting Up Unreal Engine Projects for Android Development | Unreal Engine 5.2 Documentation
[3]: 118855-android.log (326 KB)

Can anyone help me? I know almost nothing about Android.

,

Please make sure that your CodeWorks is updated to Android 1R5. Could you also upload a screenshot of your Android SDK?

111623-4.13androidsdk.png

Ah, alright, I thought we had to use Android 1R4, because that’s what the [quick start guide][1] said. I’ll try it out with 1R5 & get back to you.

https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/1/index.html

Changed the SDK version to the latest & no avail. [Log.][1]

Do you have any plugins installed? If you’re not sure, open up the Epic Games Launcher and click on ‘Installed Plugins’ and deactivate any that show up. Once you’ve done that, try to package your project again and see if that resolves your issue.

No, I have no plugins installed & I tried launching from a Blank Blueprint project.

I have a silly suggestion: The path names have space in them and this is throwing these errors:

“C:\Users\Alisa\Documents\Unreal Projects\TPSample\Saved\StagedBuilds\Android_ETC1\Manifest_UFSFiles_Android.txt_127.0.0.1_62001”
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: System.NotSupportedException: The given path’s format is not supported.

LogTemp:Display: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\Alisa\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles’.
LogTemp:Display: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

Thanks

lol, totally missed that! I’ll try moving the project.

okay, now it’s complaining about the engine directory which is of course “C:\Program Files\Epic Games” by default…

I’ve changed my launcher/engine directories (an adventure in itself), but it still gives me the same error. I’m pretty sure my paths don’t contain spaces anymore. [Log][1]

119434-android.log (228 KB)

That’s just the thing: I was launching it for an android device with the “Launch” button, not an iOS one. I’ll try blacklisting iOS tomorrow, but so far blacklisting’s done exactly nil ([refer here][1])…

Oh & oh hai. :slight_smile: Where are my manners?

Android blacklisted, still No BuildPlatform found for Android - Mobile - Epic Developer Community Forums

Hi,

Your log still shows these errors:
LogTemp:Display: Env CWD: C:\Epic\4.14\Engine\Binaries\DotNet\IOS
LogTemp:Display: BranchPath = DESKTOP-GJJ4A5V/C/Epic/4.14/Engine/Binaries — GameBranchPath = DESKTOP-GJJ4A5V/C/Epic/4.14/Engine/Binaries
LogTemp:Display: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\Alisa\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles’.
LogTemp:Display: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

I thought that you are building this game just for android and not iOS. Are you building for iOS as well ? If you are building for iOS, then you need to attach your certificates.

Thanks

In addition to black listing, can you also ensure that in your project properties → supported platforms, can you check if iOS is not selected as in the pic?

Thanks

I did just that, but it still gives me the “Program.Main: ERROR: AutomationTool terminated with exception: System.NotSupportedException: The given path’s format is not supported.”.
[Log][1]

Does everyone on Windows 10 experience this same error?

Thanks, , by the way (never, ever go extinct!), I’m a complete n00b when it comes to Android & the wall of text in the error log surely doesn’t help, at least I’m used to this same nonsense in C++ already. I miss Rust & its clear and concise error messages.

119493-android.log (6.05 KB)

,

Have you tried deleting your Intermediate and Saved folder from your project folder and attempting to package again?

Thanks!

Tried that just now, to the same lack of result. For some reason it complains about paths. pointed out that I should remove spaces from them, so what I did was move both my project & the Epic Launcher + Engine to a directory paths to which do not have spaces, yet it gives me the same error still.

Please update the newest logs. I know you’re stating it’s the same error, but we’d like to see the newest logs. If you can upload your project it’s happening with too, that would be really helpful. If you’d like to keep it private, just submit a downloadable link to me through the forums. Just search for " ".

Thanks!

Hi ,

When it comes to UE4, we all are varying shades of noob…

Sorry I am not able to help you much. Usually the error would have happened further up the log and whatever the build tool was showing as error is not really ‘the error’.

Like from your logs, the error message says:

‘IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\Alisa\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles’. LogTemp:Display: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)’…

Thanks

Hi ,

Here’s the latest [log][1] & [the project itself][2] (just a blank BP project).

119724-android.txt (6.04 KB)
[2]: 119725-androidnotlaunching.zip (337 KB)