Did you manage to sort this, my problem seems to be when I build a C++ project for android it always builds the NDK, why would it need to do that? Then once it’s done it doesn’t do it again. Is there a way to build the engine with Android that stops this so that it just takes the compiled (clang++) files from a master folder instead of having to rebuild again, or am I talking rubbish ?
Thanks
I just want to add - I am using UE4.5 Source with VS2013 Pro. I have rebuilt the UE4 Project with Development Editor and Win 64, then build Development and Android, is this maybe not the right way of building, or is it just a case of put up with the slow initial packaging of the c++ android project ?
Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.