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Mobile Device Not Detected

My Google Pixel 2 will not show up as a launch device in the editor.

The device shows up using the 'adb devices' command in CMD and I can successfully run apps with my device using Android Studio. The issue is only in the unreal editor.

I followed the Android Development Reference to see what I was missing (https://docs.unrealengine.com/en-us/Platforms/Android/Reference)

Since I had used Java and Android before, most of the items were already installed. Only things missing were Android NDK, Apache Ant, Android API's below 23, and Nsight Tegra. All of my environment variables are set to the correct paths


Product Version: UE 4.19
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asked May 07 '18 at 11:04 PM in Packaging & Deployment

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Kuroodo Ditory
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Not exactly the solution, but my problem has been fixed.

I had to remove everything I had already downloaded and then reinstalled all of my Java and Android related stuff using CodeWorks. After the pain of reconfiguring everything and making sure that nothing else broke, it finally works. I can finally launch my damn project onto my damn phone.

Although irrelevant to my issue, here are some complaints: The CodeWorks software is absolutely horrible. One of the most annoying things is how it can't see if I possibly already have the SDK or other things installed; it doesn't even at least let me specify if I already have certain things installed somewhere. To add to that, I had to download Nsight manually cause it couldn't even detect that I had visual studio installed. The most annoying bit was how it was having errors for almost every install that I had to manually correct. I ask a favor for the Unreal community or Epic themselves to please make an alternative to Nvidia CodeWorks. I almost decided to just scrap my project because of the issues...

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answered May 10 '18 at 01:17 PM

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Kuroodo Ditory
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