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Android Error Build Failed RunUAT.bat ERROR

Hi All,

I've spent all day rattling through the answerhub and internet trying to find a solution. I even went so far as to reset the Nexus 7 (Android) for which I'm trying to build my relatively simple game.

I did manage, using one of the many Android options available at building to get the game to appear on the Android device. However, all that did was then show a black screen for a second before dropping back immediately to the tablet's main screen. I noted that the program was still running in the background, but any attempt to reach it would result in being thrown straight back to the home screen.

I successfully built the project in Windows - albeit with some issues to do with graphical scaling that I'll start struggling with once I have this sorted.

I carefully followed all of the instructions on how to get set up to build and install Android to a device.

The key lines in the Log seem to play along like this:

 LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\cmd.exe=True
 LogPlayLevel:Display: CommandUtils.Run: Run: C:\Windows\system32\cmd.exe /c C:\NVPACK\android-sdk-windows/platform-tools/adb.exe -s 09d54207 uninstall com.epicgames.BlackOrWhite
 LogPlayLevel:Display: cmd: Failure
 LogPlayLevel:Display: cmd: 
 LogPlayLevel:Display: CommandUtils.Run: Run: Took 0.9198765s to run cmd.exe
 LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Windows\system32\cmd.exe=True
 LogPlayLevel:Display: CommandUtils.Run: Run: C:\Windows\system32\cmd.exe /c C:\NVPACK\android-sdk-windows/platform-tools/adb.exe -s 09d54207 install "J:\Unreal Projects\BlackOrWhite\Binaries\Android\BlackOrWhite-armv7.apk"
 LogPlayLevel:Display: cmd: rm failed for /data/local/tmp/BlackOrWhite-armv7.apk, No such file or directory
 LogPlayLevel:Display: cmd: 
 LogPlayLevel:Display: cmd: protocol failure
 LogPlayLevel:Display: cmd: - waiting for device -
 LogPlayLevel:Display: CommandUtils.Run: Run: Took 4.4197861s to run cmd.exe
 LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
 LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
 LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:1): C:\Windows\system32\cmd.exe /c C:\NVPACK\android-sdk-windows/platform-tools/adb.exe -s 09d54207 install "J:\Unreal Projects\BlackOrWhite\Binaries\Android\BlackOrWhite-armv7.apk". See logfile for details: 'cmd.1.txt' 
 LogPlayLevel:Display: Stacktrace:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)
 LogPlayLevel:Display:    at AndroidPlatform.Deploy(ProjectParams Params, DeploymentContext SC)
 LogPlayLevel:Display:    at Project.Deploy(ProjectParams Params)
 LogPlayLevel:Display:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
 LogPlayLevel:Display:    at BuildCommand.Execute()
 LogPlayLevel:Display:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 LogPlayLevel:Display:    at AutomationTool.Automation.Process(String[] CommandLine)
 LogPlayLevel:Display:    at AutomationTool.Program.MainProc(Object Param)
 LogPlayLevel:Display:    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
 LogPlayLevel:Display:    at AutomationTool.Program.Main()
 LogPlayLevel:Display: Program.Main: ERROR: Command failed (Result:1): C:\Windows\system32\cmd.exe /c C:\NVPACK\android-sdk-windows/platform-tools/adb.exe -s 09d54207 install "J:\Unreal Projects\BlackOrWhite\Binaries\Android\BlackOrWhite-armv7.apk". See logfile for details: 'cmd.1.txt' 
 LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
 LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
 LogPlayLevel:Display: Domain_ProcessExit
 LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
 LogPlayLevel:Display: copying UAT log files...
 LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
 LogPlayLevel:Display: BUILD FAILED

I did try and copy the apk file across to the device and running it manually there, with no success. I'm frustrated as I've followed every instruction I can see and still cannot see where I'm going wrong. I thought perhaps it might be something to do with the fact the Nexus 7 fakes having an SDcard, but then shrugged that off as an external source would still BELIEVE there was an SD card installed.

I'm going to go grab a Galaxy S4 I have upstairs and try the same thing again - however, if I don't post anything about results in the next 15 minutes it means that failed with the same reason.

Please can anyone help?

Product Version: Not Selected
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asked Aug 12 '14 at 01:12 AM in Packaging & Deployment

avatar image

Atonnis
48 11 13 17

avatar image [Epic] Gribbs ♦♦ STAFF Aug 12 '14 at 08:31 PM

Howdy Atonnis,

Thank you for reporting this issue. I just need a bit more information from you before I look into this issue. What version of UE4 are you currently using when attempting to build for your Nexus? Have you installed the SDK build file for your phone? Have you been able to package before this build previously in another version of UE4? Any additional information would be greatly appreciated.

Thanks and have a great day!

avatar image Atonnis Aug 15 '14 at 03:50 AM

Hi Sean - Thank you for responding. Unfortunately, being new to the engine (only a few months), I made the rookie mistake of updating the project as I go along. I'm not sure if this was a good idea or not. The game was originally designed in 4.3.1 and now I've upgraded to 4.4.0. Lesson learned on using the copy feature! :)

I did install the SDK for the Nexus but it occurs to me I may not have installed the Galaxy S4 - being both Android I figured they'd be the same thing, but probably not. I'll do that now and update you.

avatar image Atonnis Aug 15 '14 at 05:32 AM

OK. I installed the entire SDK. That seemed to cause all sorts of problems so I rebuilt my Nexus 7 back to factory 4.4.4 and then reinstalled the drivers as per the instructions on the Unreal web site, but now I cannot get the Nexus 7 to identify within Unreal.

I've since tried a Windows desktop build. It seems to have an issue whereby I can play a round through, but upon losing and returning to the main menu, any attempt to start the game again results in the following error:

(Note - this call might need to be split into two separate issues at this rate:

alt text

error1.png (53.9 kB)
avatar image Atonnis Aug 15 '14 at 01:14 PM

OK, I rebuilt the Nexus 7 with a fresh stock ROM so it's fully as if it was new and the latest error has gone.

I removed and reinstalled the drivers/software on the PC. I had to install a side-along copy of the driver software and reboot a few times but at least I'm up to a point of it working.

Now I managed to get the game to run - albeit with random crashes - on one device. WIll update further for those who may also face this problem.

avatar image Atonnis Aug 15 '14 at 05:19 PM

OK. I fixed a couple of small errors and cleaned up the setup - got rid of unneeded textures, etc...

Since then I've been able to package the game and I have three files, the apk, the batch, and the obb.

I attempted to copy the apk and the obb to a Nexus 7 and run the apk to install. It appeared to work but upon starting the application immediately went black-screen-to-desktop.

I then removed all trace of the program from the device, and then disabled USB storage mode and ran the batch file instead. It flashed by so I didn't originally get the details, but the game appeared on the device and started. The main menu works in itself, but any attempt to start the game via pressing Start in the main menu of the game then causes a crash to desktop. I cleaned it all off and ran the batch in a manual cmd window.

The batch file executed as the image below... alt text

The main menu operates properly, but the Start button in-game causes an immediate drop to desktop.

Please note that I successfully managed, multiple times, to launch the game on the device and play it through when using the Launch option in the UE4 editor.

avatar image [Epic] Gribbs ♦♦ STAFF Aug 15 '14 at 05:59 PM

Thank you for providing the images and all of the information. In the sixth section of this photo, I see the line uninstall com.epicgames.BlackorWhite Failure. If you ever see a failure in that line, I would highly recommend close out that window, thus cancelling the deployment. You want to see successful in both section while attempting to deploy.

Let me know if this helps any

avatar image Atonnis Aug 16 '14 at 01:45 AM

Hi Sean,

Thank you for the reply and continued support - my entire project hinges on getting this sorted...so please don't lose faith in me now....I'm learning very fast.

I had assumed that those lines were in the batch file to ensure removal of any pre-installed versions of the game software. Since I had been removing them manually I didn't think twice about it.

These scripts were build by the build process in UE4...so there's got to be something wrong with the building process in UE4 - perhaps a Nexus 7 incompatibility....except it worked fine when I ran the game from the Launch option in the editor.

If you note, the other lines of the batch file, the ones dealing with installation, see to work OK.

Can it be confirmed where an obb file needs to be in relation to to .apk file for Unreal 4 projects.

avatar image Atonnis Aug 18 '14 at 06:02 PM

Is there perhaps an issue with UE4 and something to do with changing maps?

avatar image [Epic] Gribbs ♦♦ STAFF Aug 21 '14 at 05:53 PM

Howdy Atonnis,

Sorry for the late response. I know before that you mentioned that you has a Galaxy S4. Have you retried to deploy to that device?

There is an issue currently where deploying to a tablet is causing the application to not open. I am currently unsure as to when a fix may come out for that issue, but it is being worked on for a future release.

avatar image [Epic] Gribbs ♦♦ STAFF Aug 25 '14 at 01:22 PM

Hey Atonnis,

They was a user with a similar issue where their RunUAT.bat was causing an error. Here is a link to the issue: https://answers.unrealengine.com/questions/86177/runuatbat-error-automationtool-was-unable-to-run-s-6.html

Let me know if this helps with your issue. Thanks!

avatar image Atonnis Aug 27 '14 at 02:42 AM

Hi Sean,

I'm using the binaries to run everything. I did not build the program from the source code from GitHub so the issue remains.

I've attached latest log file.

What the whole problem seems to be is a fault with the open level command. Everything else works perfectly (so far). The weird bit is that it works if I force the run via the editor on the Nexus 7, but not at all on the Galaxy S4 I have.link text

avatar image [Epic] Gribbs ♦♦ STAFF Aug 28 '14 at 07:24 PM

Hey Atonnis,

What android build are you currently using when trying to deploy to the S4? (Ex:ATC, ETC1,...) It is very awkward that it would show for the Nexus 7 but not the S4. Have you tried this issue on the new 4.4.1 release yet?

avatar image Atonnis Aug 28 '14 at 07:33 PM

I'm using (ALL) as the build. I had the same problem with ETC2.

I must emphasise that the same problem occurs with both devices if I package the game and then attempt to install it from the batch file.

The game does work if I use the Launch option at the top of the UE4 editor.

I've been reading up and a number of people seem to have crashing problems on Android when using the Open Level command.

About to test the 4.4.1 release...

avatar image Atonnis Aug 28 '14 at 08:12 PM

I tried running the build for ETC2 and ALL again after updating to the 4.4.1 release. Still the same issue.

Just for kicks I tried running it via the Launch (ALL) option in the UE4 editor and now that doesn't work either.

Things are getting worse...

avatar image [Epic] Gribbs ♦♦ STAFF Aug 28 '14 at 08:37 PM

Is the Launch feature throwing an error to do with the automation tool failing? We do have a bug entered in for that currently.

avatar image [Epic] Gribbs ♦♦ STAFF Aug 28 '14 at 09:51 PM

I have looked through some Documentation involving launching to devices and switching between levels is unsupported. Here is a link to that Documentation: https://docs.unrealengine.com/latest/INT/Engine/Deployment/Launching/index.html

avatar image Atonnis Aug 29 '14 at 08:52 PM

But shouldn't packaging and then installing via the supplied batch file be supported? At the moment that isn't working.

avatar image [Epic] Gribbs ♦♦ STAFF Sep 02 '14 at 07:21 PM

Being able to install the batch file is supported. Are you fully waiting until the Command pop up closes itself?

Also have you tried ETC1 to package for your S4?

avatar image Atonnis Sep 05 '14 at 04:35 AM

I will try packaging to the S4 using ETC1 and see how it works.

As regards to the command line, I open my own administrative command prompt and run it from there so I can see the results. The results are in the image above. I'll post another one from the S4/ETC1 attempt.

Thank you.

In the mean time is there any documentation as to how I can move between main menus, score pages, leaderboards, and the main game without using any levelling?

avatar image [Epic] Gribbs ♦♦ STAFF Sep 08 '14 at 05:57 PM

This post my help you create a Main Menu without using level streaming: https://answers.unrealengine.com/questions/16558/hud-create-a-basic-menu.html

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Hey Atonnis,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

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answered Sep 17 '14 at 07:58 PM

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[Epic] Gribbs ♦♦ STAFF
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avatar image Atonnis Sep 22 '14 at 06:59 PM

Hi Sean,

Sorry for long delay - I've been on holiday. I don't quite get how I am supposed to create a multi-mapped game for Android when the facility to load a new map is not there. Is this a priority, since I don't understand how I'm supposed to move from one level to the next (ie one map to the next) without calling the game to open the next map/level.

The game I'm currently working on is the simplest thing around, and should've been a doddle to breeze through, but I just don't get why it just won't work.

*frustration setting in now - not your fault I know - just generalised frustration at 'simple' things being so hard. I wish someone I knew had an iDevice so I could see whether it works on a iOS device either.

So far I get the same response from the game whether I try it on a Galaxy S4 or a Nexus 7.

avatar image [Epic] Gribbs ♦♦ STAFF Sep 23 '14 at 07:15 PM

This issue 'waiting for device' error has been seen with a bad USB cable before; it will sometimes work and drop the driver connection intermittently. It can cause partial installs (the obb may not be copied to device).

You may want to try and repackage the project and then deploy with a new USB cable.

avatar image [Epic] Gribbs ♦♦ STAFF Sep 30 '14 at 05:09 PM

Hey Atonnis,

Just wanted to check in with you and see if this has resolved the issue for you. Please let me know if it has or has not so that i may proceed along with the issue.

Thanks!

avatar image [Epic] Gribbs ♦♦ STAFF Oct 02 '14 at 05:32 PM

Hey Atonnis,

I am going to mark this post as resolved for tracking purposes. If the issue is still occurring, please be sure to reopen this issue.

Thanks!

avatar image Atonnis Oct 08 '14 at 05:14 PM

It's still not resolved, but I'm going to wait for 4.5 and use the new UMG setup, then recreate the initial menu level, etc and go from there.

avatar image [Epic] Gribbs ♦♦ STAFF Oct 14 '14 at 07:05 PM

Howdy Atonnis,

Just wanted to let you know that 4.5 was released today. Please be sure to let me know if the issue is still occurring when you get the chance.

Thanks and have a great day!

avatar image Atonnis Oct 14 '14 at 09:32 PM

Hi Sean!

It seemed to be going well, until I ran across this error during the build:

warning: com\google\android\gms\auth\GoogleAuthUtil.class(com\google\android\gms\auth:GoogleAuthUtil.class): major version 51 is newer than 50, the highest major version supported by this compiler

I recently updated my Java version in order to be able to run some fairly generic software (an auto file-renamer called FileBot FYI). Perhaps this needs to be downgraded again for this to work - I'll see if I can build the project on another PC.

It might be worth noting down that the compiler may need updating at some point for the java release.

avatar image [Epic] Gribbs ♦♦ STAFF Oct 22 '14 at 03:28 PM

Howdy Atonnis,

Sorry about the lack of response! I know mispairing the tools compile from java runtime can cause the debugger to fail, but I wouldn't expect a package issue. I use the java included in TADP (1.6) as the only one on my system.

Could this be causing the issue?

avatar image Atonnis Oct 23 '14 at 02:59 AM

Cheers, Sean!

I've signed up and will update once I get a response, download and install it.

avatar image [Epic] Gribbs ♦♦ STAFF Oct 28 '14 at 08:56 PM

Howdy Atonnis,

Just wanted to check in with you and see if any progress has been made since the 4.5.1 release. be sure to let me know so that I may further investigate.

Thanks and have a great day!

avatar image Atonnis Nov 08 '14 at 02:59 AM

No success I'm afraid. I'm going to rebuild the project (urk!) but with the one map of the main game and using the new HUD tech as the menu system. I know that's how it's supposed to be done now, but I have to admit I find it annoying that I cannot load maps in Android.

I'll keep the original version in case you need testing to see if it ever gets fixed, but with new versions of Android, iOS and Windows Phone on the way (we're still holding out that you'll support it, at least on the Threshold release) I know you have a lot of fragmented platforms to try and deal with.

BTW, it was good to see you guys at EGX 2014 :)

avatar image [Epic] Gribbs ♦♦ STAFF Nov 11 '14 at 04:58 PM

Hey Atonnis,

Please be sure to let us know how the outcome of rebuilding your project turns out. If it is still unsuccessful, could you be share to include you log files showing the build failed.

Thanks and have a great day!

avatar image [Epic] Gribbs ♦♦ STAFF Nov 19 '14 at 08:14 PM

Howdy Atonnis,

Just wanted to check in with you and see if you have caught any snags since rebuilding your project? Be sure to let us know if you do or if you no longer are seeing any errors.

Thanks!

avatar image kShadowcraft Feb 16 '15 at 04:58 AM

I'm having the exact same issue in 4.6. Did anyone finally figure out how to fix it?

avatar image Atonnis Feb 16 '15 at 09:57 AM

In truth, I never did. With 4.6 released and the new method of making HUDs available I decided a best practice would be to use a HUD as the menu system rather than a map. It saved on space and it was relatively easy to implement.

Sorry I couldn't give more help - I had to work around the issue.

I DO think that the problem is centred around memory cards. Since many devices, like the Nexus 7, use a virtual memory card rather than a physical one I think there is some issue with addressing the memory card from Unreal when installing. I didn't have a memory card in the Galaxy S4 I was using either, and never got around to getting one. This could be the crux of it all....but it's a guesstimate without evidence to back it up.

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