After my Pixel 7 upgraded to Android 14.0, I seem to be unable to deploy to it. As a test, I created a new mobile AR project and it get stuck here.
LogPlayLevel: UAT: Performing Streamed Install
LogPlayLevel: UAT: Success
LogPlayLevel: UAT: Took 6.51s to run adb.exe, ExitCode=0
LogPlayLevel: UAT: Attempting to connect to file server [USB]
LogPlayLevel: UAT: Not connected, attempting to start file server
LogPlayLevel: UAT: Connected to RemoteFileManager
LogPlayLevel: UAT: Creating UECommandLine.txt
I’m not sure if the java SDK API needs to be upgraded as it seems to reference android-33 (android 13) instead of android 34 (android 14)
LogPlayLevel: UAT: Building Java with SDK API level 'android-33'
LogPlayLevel: UAT: Building with Build Tools version '34.0.0'
Is there a compatibility issue with the latest android release?
Thanks
It seems like most(if not all) get deployed and installed to device, although the process never completes in Unreal.
However, it seems that some code hasn’t been updated to match Android 14’s required code changes. A security exception is thrown on startup because a receiver isn’t being registered correctly.
One of RECEIVER_EXPORTED or RECEIVER_NOT_EXPORTED should be specified when a receiver isn't being registered exclusively for system broadcasts
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Parcel.createExceptionOrNull(Parcel.java:3057)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Parcel.createException(Parcel.java:3041)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Parcel.readException(Parcel.java:3024)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Parcel.readException(Parcel.java:2966)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.IActivityManager$Stub$Proxy.registerReceiverWithFeature(IActivityManager.java:5684)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.ContextImpl.registerReceiverInternal(ContextImpl.java:1852)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.ContextImpl.registerReceiver(ContextImpl.java:1792)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.ContextImpl.registerReceiver(ContextImpl.java:1780)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.content.ContextWrapper.registerReceiver(ContextWrapper.java:755)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at com.epicgames.unreal.GameActivity.onStart(GameActivity.java:768)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.Instrumentation.callActivityOnStart(Instrumentation.java:1582)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.Activity.performStart(Activity.java:8628)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.ActivityThread.handleStartActivity(ActivityThread.java:3807)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.servertransaction.TransactionExecutor.performLifecycleSequence(TransactionExecutor.java:225)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.servertransaction.TransactionExecutor.cycleToPath(TransactionExecutor.java:205)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.servertransaction.TransactionExecutor.executeLifecycleState(TransactionExecutor.java:177)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:98)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2443)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Handler.dispatchMessage(Handler.java:106)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Looper.loopOnce(Looper.java:205)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Looper.loop(Looper.java:294)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.ActivityThread.main(ActivityThread.java:8177)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at java.lang.reflect.Method.invoke(Native Method)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:971)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: Caused by: android.os.RemoteException: Remote stack trace:
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at com.android.server.am.ActivityManagerService.registerReceiverWithFeature(ActivityManagerService.java:13908)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.app.IActivityManager$Stub.onTransact(IActivityManager.java:2570)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at com.android.server.am.ActivityManagerService.onTransact(ActivityManagerService.java:2720)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Binder.execTransactInternal(Binder.java:1339)
10-18 12:17:44.896 18903 18903 E AndroidRuntime: at android.os.Binder.execTransact(Binder.java:1275)
Having the same issue on 5.1 after upgrading my Pixel 6 to Android 14.
Gets stuck at “Creating UECommandLine.txt” and trying to deploy from a build using the deploy script gives the message “Did not find bind listener” and fails to connect.
I’m running 5.1 and have been having the same issue.
My work around was to package the project and then run the install script that is created in the resulting folder. Not ideal but allows me to keep working.
Doing a downgrade on my phone to the latest Android 13 build worked, unfortunately my data was sacrificed in the process… At least I’m able to test now.
The following workaround did it for me. Hope Unreal comes out with an official fix soon. Until then there is at least one way to test without having to lose all data and go back to Android 13. In Platforms - Android Set Target SDK Version to 31, 32 or 33 (Ensure you have corresponding API installed through Android Studio SDK Manager). The issue occurs when the Version is set to 34. I Android SDK → NDK API Level to android-30 which matches my Min SDK Version.
Then Package your Android project and use the Batch file to install your app to the phone. See instructions here - [Packaging Android Projects in Unreal Engine | Unreal Engine 5.1 Documentation] (Packaging Android Projects in Unreal Engine | Unreal Engine 5.1 Documentation)
Manually launch the Game on your phone. You wouldn’t have access to real-time streaming logs but you can always pull it out of the internal storage.
Thanks for the suggestion! I tried this with 5.3 and it seems to install correctly using that method. And because it’s targeting an SDK version under 34, it fixes the security exception too!
This video doesn’t use the quick launch feature, which is the heart of the problem for most of the people in this thread, I think. They are only building the app. I think we all got past that step.