The editor crashes almost instantly when I press the launch button to an Android device. This seems to occur on any project and version of UE, so I tried to reinstall the android sdk but still no luck.
Checking the log file there seems to be some .dll files missing but not sure if it is relevant. But it does show OutputDevice: Errors, which looks like a problem.
Just to simplify things this log file is from an example template called “Rolling” Set to Mobile/Tablet, Scalable 3D or 2D, with no Starter Content. It works on PC Windows 10 fine, so only problems with attempting to launch to Android device via usb.
The android device I am deploying to is a Oukitel K4000 Pro. Has 2GB of Ram with MTK6735P quad-core processor.
Same problem occurs with a blank project.
Android version is 5.1
How do I post the callstack from the crash?
I should note that I can “Package Project” for android then install it to the phone manually and it would work. It’s only when I press the “Launch” button that causes the editor to crash.
And i have this problem i cant find answer
Im using UE4 4.17 and i make a new third person project for mobile.
I do all what i see in the [Android Quick Start] and i actualy canot launch fo my phone coz UE4 not respond and crush.
After that i try package for android, and i got “PackagingResults: Error: Unknown Cook Failure”.
Really i don’t know how fix this I’m looking three days and nothing…
I think the [Android Quick Start] has some typos which will not make it work. Instead of installing for “1R6” try installing “CodeWorks for Android 1R6u1” and then relink that back to the editor project settings as the Quick Start shows. You should then be able to package it with no cook errors.
Yes i instal “CodeWorks for Android 1R6u1” and have that eror problem. For “1R6” i don’t know, but in the [Android Quick Start] it is written to choose 1R6u1. And this not working.
I was able to test this on another PC to the same android device and the editor was running normally with no crashing when the “Launch” button is clicked. So I now know it is a local issue with my work PC and will try find out what has changed.
So far I know just reinstalling UE4 does not seem to reset things.
I have same problem with UE4.14 and 4.18.
Please let me know if you have or had “BlueStacks” or any other android emulator in your PC?
In UE4.4 (I am not sure) the editor didn’t recognize my device even when I removed the BlueStacks.
I solved the problem by reinstalling my Windows.
At this time I removed BlueStacks and after that I installed UE4.18 and CodeWorks for Android 1R6u1, the editor crash same as you mentioned, I am not sure but I am putting the blame on BlueStaks.
I haven’t used BlueStacks, but may have had a different emulator installed for android testing I think before I moved on to Unreal 4. Still Unreal launching to Android was working normally on my PC when I first used it.
At this time with UE 4.18 and other versions it has always recognized the Android device that I use for testing but still crash the editor on Launch.
Ideally I would like to avoid reinstalling windows…
Yes, although I tried ‘Revoke USB debugging authorisations’ on the android device before connecting it to the PC and when launched it somehow worked once on a test project. It ran the whole compiling process and got into the phone without crashing. But when I tried to Launch again it just kept failing after that.
Ok to follow up it looks like I can get it working via ‘Project Launcher’ window and check the ‘Advanced’ button to change Data builds.
There seems to be issues cooking with Android_ASTC when Data Build is set to “On the fly” and crashes when it gets to “LogTexture: Display: Building textures: WhiteSquareTexture (ASTC_RGBAuto, 32x32)”. Despite that crash the editor is still able to run and completes the build.
At the point where it crashed I managed to save a log which i think points to a “fatal” error to do with NetworkPlatformFile.cpp at line 3471. See the log: attached
ETC1 or ETC2 seem to be fine if set to “By the book” but issues with ASTC gets included when set to “On the fly”.
So the Launch button I use to find so convenient is still busted but I can get it to run from ‘Project Launcher’ window normally as long as I avoid ASTC settings. It does seem to take longer though.