Problems playing on android device, build failed!

Im trying to play through my android device shield, but build is failed, heres the output log:

Update please on moderator

LogSlate: Only BGRA pngs, bmps or icos are supported in by External Image Picker
LogTemp:Display: Executing iPhonePackager certificates Engine -bundlename com.YourCompany.MyProject
LogTemp:Display: CWD: D:\EpicGames\Epic Games\4.14\Engine\Binaries\DotNet\IOS
LogTemp:Display: Initial Dir: D:\EpicGames\Epic Games\4.14
LogTemp:Display: Env CWD: D:\EpicGames\Epic Games\4.14\Engine\Binaries\DotNet\IOS
LogTemp:Display: BranchPath = NOR-OSL-ASU03/D/EpicGames/Epic Games/4.14/Engine/Binaries --- GameBranchPath = NOR-OSL-ASU03/D/EpicGames/Epic Games/4.14/Engine/Binaries
LogTemp:Display: IPP ERROR: Application exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\marius.elgsaas\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles'.
LogTemp:Display:    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
LogTemp:Display:    at System.IO.FileSystemEnumerableIterator`1.CommonInit()
LogTemp:Display:    at System.IO.Directory.EnumerateFiles(String path, String searchPattern)
LogTemp:Display:    at iPhonePackager.CodeSignatureBuilder.FindProvisions(String CFBundleIdentifier)
LogTemp:Display:    at iPhonePackager.Program.Main(String[] args)
LogPlayLevel: Launcher Device ID: Android_ASTC@04244158059420050398
LogUnrealEdEngine:Warning: Unable to use cook in editor because r.MobileHDR from Engine ini doesn't match console value r.MobileHDR
LogUnrealEdEngine:Warning: Unable to use cook in editor because r.MobileHDR from Engine ini doesn't match console value r.MobileHDR
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogSavePackage: Save=58.49ms
LogSavePackage: Moving '../../../../../../Skole mappe/Mobile development/test/MyProject/Saved/UEDPC2DSideScrollerExampleMap65763E9F4CB28C971F01EBABBE008CF1.tmp' to '../../../../../../Skole mappe/Mobile development/test/MyProject/Saved/Autosaves/Game/2DSideScrollerBP/Maps/UEDPC2DSideScrollerExampleMap.umap'
LogSavePackage:Display: Finished SavePackage ../../../../../../Skole mappe/Mobile development/test/MyProject/Saved/Autosaves/Game/2DSideScrollerBP/Maps/UEDPC2DSideScrollerExampleMap.umap
LogSavePackage: Save=0.81ms
LogSavePackage: Moving '../../../../../../Skole mappe/Mobile development/test/MyProject/Saved/2DSideScrollerExampleMap_BuiltData60C0BB3D4CDF5B4D36BFFBA585F5ABE2.tmp' to '../../../../../../Skole mappe/Mobile development/test/MyProject/Content/2DSideScrollerBP/Maps/2DSideScrollerExampleMap_BuiltData.uasset'
LogSavePackage:Display: Finished SavePackage ../../../../../../Skole mappe/Mobile development/test/MyProject/Content/2DSideScrollerBP/Maps/2DSideScrollerExampleMap_BuiltData.uasset
LogEditorTransaction: Undo Spawn Play From Here Start
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="D:/Skole mappe/Mobile development/test/MyProject/MyProject.uproject" BuildCookRun -project="D:/Skole mappe/Mobile development/test/MyProject/MyProject.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor
-Cmd.exe -utf8output -platform=Android_ASTC -targetplatform=Android -cookflavor=ASTC -build -cook -map=/Temp/Autosaves/Game/2DSideScrollerBP/Maps/UEDPC2DSideScrollerExampleMap -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Temp/Autosaves/Game/2DSideScrollerBP/Maps/UEDPC2DSideScrollerExampleMap -Messaging" -device=Android_ASTC@042441
58059420050398 -addcmdline="-SessionId=4177A2B8441F49E5B4BA129D6A3D3EE7 -SessionOwner='marius.elgsaas' -SessionName='Launch On Device' " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for D:\Skole mappe\Mobile development\test\MyProject\MyProject.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.758024
LogPlayLevel: CommandUtils.Run: Run: D:\EpicGames\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development   -remoteini="D:\Skole mappe\Mobile development\test\MyProject" -noxge -generatemanifest -NoHotReload
LogPlayLevel: UnrealBuildTool: NDK version: 19, GccVersion: 4.9
LogPlayLevel: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
LogPlayLevel: CommandUtils.Run: Run: Took 0.8060697s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\EpicGames\Epic Games\4.14\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development   -remoteini="D:\Skole mappe\Mobile development\test\MyProject" -noxge -generatemanifest -NoHotReload. S
ee logfile for details: 'UnrealBuildTool-2017.01.12-21.25.48.txt'
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at 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)
LogPlayLevel:    at 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)
LogPlayLevel:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at BuildCookRun.ExecuteBuild()
LogPlayLevel:    at AutomationTool.BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] Arguments)
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=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.250170
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Why isnt this approved yet?

Hello Oppne,

It seems like this message here may be the problem:

LogPlayLevel: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.

This means that you have a plugin in your project that is code based and must be compiled to package your project, but your project doesn’t have any code of its own so it has no module to build. The solution would be to either disable this plugin entirely or add a simple UClass to your project to generate the code to allow it to build. Can you try one of these methods and see if it resolves the issue?

Thanks!
The solution to all the problems was that it doesnt support substance plugin!!!
Thank you so much!