x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Android packaging failed after working 3 days ago

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 :)

Product Version: UE 4.17
Tags:
more ▼

asked Dec 02 '17 at 10:47 PM in Packaging & Deployment

avatar image

kerds78
11 2 1 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

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 :)

more ▼

answered Dec 12 '17 at 01:43 AM

avatar image

kerds78
11 2 1 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

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.

more ▼

answered Dec 02 '17 at 11:03 PM

avatar image

Jin_VE
4.4k 32 77 42

avatar image kerds78 Dec 03 '17 at 09:18 AM

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.

avatar image Jin_VE Dec 03 '17 at 09:49 AM

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.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question