Android packaging failed after working 3 days ago

Try rebuilding it from scratch and see what happens.

I did notice that the directory structure seems weird. Did you install the 4.17 engine into the 4.18 directory? ("C:\Program Files\Epic Games\UE_4.18\UE_4.17"). If not, that would be why it’s not finding the file.

I am launching my project to my mobile device for testing after I had launched it to my phone (Motorolla Moto G4) 3 days ago. Since then I have not touched my Microsoft Visual Studio or my Project settings, all I have done is change some aspect ratios, add a couple HUD blueprints, increased anti-aliasing and moved some cameras around. However, whenever I try to package my app I get this error:

LogPlayLevel: UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files/Epic Games/UE_4.18/UE_4.17/Engine/Plugins/Runtime/Analytics/Adjust/Binaries/Android/NotForLicensees/UE4-AndroidAdjust-arm64-es2.a'
LogPlayLevel: UnrealBuildTool: [3/4] clang++.exe UELinkerFixups.cpp [armv7-es2]
LogPlayLevel: UnrealBuildTool: [4/4] clang++.exe SWISH-armv7-es2.so
LogPlayLevel: UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files/Epic Games/UE_4.18/UE_4.17/Engine/Plugins/Runtime/Analytics/Adjust/Binaries/Android/NotForLicensees/UE4-AndroidAdjust-armv7-es2.a'
LogPlayLevel: UnrealBuildTool: Total build time: 12.66 seconds (Local executor: 3.26 seconds)
LogPlayLevel: CommandUtils.Run: Run: Took 13.1419861s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe SWISH Android Development -Project="C:\Users\kelec\Documents\Unreal Projects\SWISH\SWISH.uproject"  "C:\Users\kelec\D
ocuments\Unreal Projects\SWISH\SWISH.uproject" -NoUBTMakefiles  -remoteini="C:\Users\kelec\Documents\Unreal Projects\SWISH" -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.12.02-22.35.16.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, Dictionary`2 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: 18.550615
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error

I have looked on the internet for about 3 hours but all of the people’s issues are outdated by about 2 or 3 years, and the recent questions either don’t have answers or are unrelated to my situation (such as certain plugins being faulty or old versions of SDK’s installed). I have got the NVidia 1R6 SDK installed, and everything worked on Wednesday 29th November. I am launching to the same phone, the only thing on the phone that might be affecting the launch is that I uninstalled the last launched of this project from my phone yesterday. Thank you to anyone that helps :slight_smile:

Yeah, the directory is a bit messed up, hi been like that since I updated it a couple months back, it’s been fine so far. Had no problems with the SDK or anything android related until now. I’ll just try and track backwards and see where it went wrong.

Did you rebuild from scratch? If you haven’t already, you should package the project into a zip and then extract it into a new directory. Build that and see if the problem happens.

Turns out it was because I had the Adjust plug-in enabled which is currently not supported for android devices. Just I case anyone comes across the problem :slight_smile: