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PackagingResults:Error: Error Launch failed! Unknown Error

I have a Packaging problem for android devices. A few days ago all be good, after try launch on another fone for testing (HTS), but unreal engine can't compile and stopped after several seconds. Trying on another versions engine. Format all files, install new windows 10 x64, Download engine, VS, Andriod apk, set new developer mode on devices, create new empty project with blueprint only, and another project with C++. Set all paths in Android SDK. But Engine don't launch on modile. But can launch on desctop. Testing on differrent engine version, problem is remains.

From Output Log:

 LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
 LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.255161
 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_19b0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_770_0///####STATCAT_Advanced####
 LogPlayLevel: CommandUtils.Run: Run: F:\UnrealEngine\UE_4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development   -remoteini="C:\Users\Kami\Documents\Unreal Projects\test3" -noxge -generatemanifest -NoHotReloadFromIDE
 LogPlayLevel: UnrealBuildTool: NDK version: 19, GccVersion: 4.9
 LogPlayLevel: UnrealBuildTool: building WITHOUT VULKAN define
 LogPlayLevel: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
 LogPlayLevel: CommandUtils.Run: Run: Took 1,2611601s to run UnrealBuildTool.exe, ExitCode=5
 LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): F:\UnrealEngine\UE_4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development   -remoteini="C:\Users\Kami\Documents\Unreal Projects\test3" -noxge -generatemanifest -NoHotReloadFromIDE. See logfile for de
 tails: 'UnrealBuildTool-2017.02.10-15.41.18.txt'
 LogPlayLevel:    в AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
 LogPlayLevel:    в AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
 LogPlayLevel:    в 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:    в 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:    в Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
 LogPlayLevel:    в BuildCookRun.DoBuildCookRun(ProjectParams Params)
 LogPlayLevel:    в AutomationTool.BuildCommand.Execute()
 LogPlayLevel:    в AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 LogPlayLevel:    в AutomationTool.Automation.Process(String[] CommandLine)
 LogPlayLevel:    в AutomationTool.Program.MainProc(Object Param)
 LogPlayLevel:    в AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
 LogPlayLevel:    в AutomationTool.Program.Main()
 LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
 LogPlayLevel: Domain_ProcessExit
 LogPlayLevel: copying UAT log files...
 LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.751107
 LogPlayLevel: BUILD FAILED






Product Version: UE 4.12
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asked Feb 10 '17 at 12:47 PM in Packaging & Deployment

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Odmix
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Hey Odmix,

Try adding a New C++ Class based on None to the project and then try to launch again. You're getting the error:

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

This usually is resolved by simply adding that empty C++ class to the project that I suggested above.

Have a great day

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answered Feb 10 '17 at 02:39 PM

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Sean L ♦♦ STAFF
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avatar image Odmix Feb 10 '17 at 03:54 PM

Hey Sean

Oh, thanks! I forgot about this action after reinstall windows and other programs) Hope this problem not reapeted if I use another mobile

Have a great day

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