Android LogStreaming:Error

Hi,
I’m packaging my plugin project for android, just for testing.

Packaging process succeed without any error, but I can’t launch my game no matter what I do, and I found the log file, some lines say, “LogStreaming:Error”, like this:

[2017.08.10-10.50.58:197][  0]LogStreaming:Error: Couldn't find file for package /Script/VictoryUMG requested by async loading code. NameToLoad: /Script/VictoryUMG
[2017.08.10-10.50.58:218][  0]LogStreaming:Error: ****DumpDependencies [Dependencies]:
[2017.08.10-10.50.58:219][  0]LogStreaming:Error:     Export 35 ColorWheel
[2017.08.10-10.50.58:219][  0]LogStreaming:Error:     Linker is ../../../PluginsCpp/Plugins/desIn/Content/desInUI/Widgets/ColorPicker.uasset
[2017.08.10-10.50.58:219][  0]LogStreaming:Error:         Dep C_BEFORE_S Export    42    VerticalBoxSlot_0     (class VerticalBoxSlot)
[2017.08.10-10.50.58:220][  0]LogStreaming:Error:         Dep S_BEFORE_C Import    26   JoyColorWheel
[2017.08.10-10.50.58:220][  0]LogStreaming:Error:         Dep S_BEFORE_C Import    34   Default__JoyColorWheel
[2017.08.10-10.50.58:220][  0]LogStreaming:Error:         Dep C_BEFORE_C Export    46    WidgetTree     (class WidgetTree)

I’m using Rama’s color picker widget, “VictoryUMG” it is, and desIn is my plugin module name, so it’s using that color picker in another plugin actually, but I don’t think that’s gonna be the problem since everything works fine when packaging for Windows.
And those missing files are actually in the pak file, I’ve found them.
Have no idea what’s going on, someone please help!
And here is The log file.

Thanks in advance!

Did you solve this problem? I’m having the very same problem: a custom plugin packaged and used on a project.

Same here. Custom plugin, works in editor, not in packaged game. Same error (Couldn’t find file for package /Script/…)

Plugin’s module type is already set to Runtime, LoadingPhase set to PreDefault

Solved! In my case, it was an Engine bug.

Symptoms

The project’s .uproject file didn’t have my plugin listed as one of it’s dependencies. That was normal, because my plugin had “EnabledByDefault” set to true, so the project didn’t need to register it there. BUT, it also wasn’t packaging the plugin with the project, even though I was using it’s classes in 3 Blueprint classes!

Solution

I changed my plugin’s “EnabledByDefault” setting to false and added the dependency for the plugin on the .uplugin file. Couldn’t add it before because Unreal was erasing it from there since it was already setup to be enabled by default.