Android packaging problem with UE 4.3

Hey guys.

Do you have some idea why is this problem with packaing in cook.txt?

[2014.07.18-18.52.09:460][ 0]LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: ‘None’ is not a standard unreal filename or a long path name. Reason: Path should start with a ‘/’

Another project works, but this not :(.

So if i hit Launch button in UE editor (Android ATC), it says Launch failed.

Thanks,

L.

Edit>project settings>maps and modes>global default server game mode> select whatever your gamemode blueprint is.

Ok, i will try it. Thank you

didnt worked :confused:

I am very surprised. I had the EXACT same problem as you and this was the fix and the fix for a few others with the same problem.

hmmm i will try it again later then…

I also didn’t think it was working, but I was looking at the wrong setting. The Global Default is hidden initially:

In my case…the error Build Failed Automation Tool persist with Game Mode setting selected in Lightroom and Realisti Rendering projects…

thx for answers, now i have (had) another problem, this time with iOS. the run of project in editor works, also the build for windows works, but when i try to package for iOS i guess the packaging works, but launch is always failed (and build not copied on device) with exception error in launch log like "n1 scheme was not found in project Test". (like if is it referreing to xcode project file?)

Basicly, i had project named N1, but it was too large, so i cloned it on windows, from N1 to Test. Then i removed many assets, then i copied it to Mac OS, and wanted to launch it on iPad / iPhone.

But as i say, after long time of launching, it fails with message noted.

May be some problem with cloning the project? Dont know…

I spent 2 hours trying to manage this problem, then i gave up.

I tried to delete xcode project file, etc but didnt help.

If i create empty project on Mac Os, i am able to launch it on device.

L.