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Cannot Build APK?

hello,

I am attempting to build a development version of my game and i have followed all of the steps here:

https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/index.html

and the editor successfully gets passed “Cooking” process but the it hits an error as follows:


LogPlayLevel:Display: Project.Package: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel:Display: Project.Package: ********** PACKAGE COMMAND COMPLETED **********
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\Liam\Documents\Unreal Projects\V12_Racing\V12_Racing.uproject=True
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\Liam\Documents\Unreal Projects\V12_Racing\V12_Racing.uproject=True
LogPlayLevel:Display: Project.Deploy: ********** DEPLOY COMMAND STARTED **********
LogPlayLevel:Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\Liam\Documents\Unreal Projects\V12_Racing\V12_Racing.uproject=True
LogPlayLevel:Display: InternalUtils.SafeCreateDirectory: SafeCreateDirectory C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Saved\StagedBuilds\Android
LogPlayLevel:Display: Project.LogDeploymentContext: Deployment Context **************
LogPlayLevel:Display: Project.LogDeploymentContext: ArchiveDirectory = Android
LogPlayLevel:Display: Project.LogDeploymentContext: RawProjectPath = C:\Users\Liam\Documents\Unreal Projects\V12_Racing\V12_Racing.uproject
LogPlayLevel:Display: Project.LogDeploymentContext: IsCodeBasedUprojectFile = False
LogPlayLevel:Display: Project.LogDeploymentContext: DedicatedServer = False
LogPlayLevel:Display: Project.LogDeploymentContext: Stage = True
LogPlayLevel:Display: Project.LogDeploymentContext: StageTargetPlatform = Android
LogPlayLevel:Display: Project.LogDeploymentContext: LocalRoot = C:\Program Files\Unreal Engine\4.5
LogPlayLevel:Display: Project.LogDeploymentContext: ProjectRoot = C:\Users\Liam\Documents\Unreal Projects\V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: PlatformDir = Android
LogPlayLevel:Display: Project.LogDeploymentContext: StageProjectRoot = C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Saved\StagedBuilds\Android\V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: ShortProjectName = V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: StageDirectory = C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Saved\StagedBuilds\Android
LogPlayLevel:Display: Project.LogDeploymentContext: SourceRelativeProjectRoot = V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: RelativeProjectRootForStage = V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: ProjectArgForCommandLines = ../../../V12_Racing/V12_Racing.uproject
LogPlayLevel:Display: Project.LogDeploymentContext: RuntimeRootDir = C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Saved\StagedBuilds\Android
LogPlayLevel:Display: Project.LogDeploymentContext: RuntimeProjectRootDir = C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Saved\StagedBuilds\Android\V12_Racing
LogPlayLevel:Display: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
LogPlayLevel:Display: Project.LogDeploymentContext: PakFileInternalRoot = ../../../
LogPlayLevel:Display: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
LogPlayLevel:Display: Project.LogDeploymentContext: End Deployment Context **************
LogPlayLevel:Display: UEDeployAndroid.MakeApk: C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Binaries/Android/V12_Racing.apk is out of date due to newer input file C:\Program Files\Unreal Engine\4.5\Engine\Binaries\Android\UE4Game-armv7-es2.so
LogPlayLevel:Display: UEDeployAndroid.MakeApk: C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Binaries/Android/V12_Racing.apk is out of date due to newer input file C:\Program Files\Unreal Engine\4.5\Engine\Build\Android\Java\AndroidManifest.xml
LogPlayLevel:Display: Deleting: C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate\Android\google-play-services_lib\
LogPlayLevel:Display: Building with SDK API 'android-19'
LogPlayLevel:Display: Running: C:\NVPACK\android-sdk-windows/tools/android.bat update project  --path . --target android-19
LogPlayLevel:Display: Updated project.properties
LogPlayLevel:Display: Updated local.properties
LogPlayLevel:Display: No project name specified, using project folder name 'google-play-services_lib'.
LogPlayLevel:Display: If you wish to change it, edit the first line of build.xml.
LogPlayLevel:Display: Added file C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate\Android\google-play-services_lib\build.xml
LogPlayLevel:Display: Added file C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate\Android\google-play-services_lib\proguard-project.txt
LogPlayLevel:Display: Deleting: C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate/Android/APK
LogPlayLevel:Display: Running: C:\NVPACK\android-sdk-windows/tools/android.bat update project --name V12_Racing --path . --target android-19
LogPlayLevel:Display: Updated project.properties
LogPlayLevel:Display: Updated local.properties
LogPlayLevel:Display: Added file C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate\Android\APK\build.xml
LogPlayLevel:Display: It seems that there are sub-projects. If you want to update them
LogPlayLevel:Display: please use the --subprojects parameter.
LogPlayLevel:Display: Running: C:\NVPACK\android-sdk-windows/tools/android.bat  update project --name V12_Racing --path .  --target android-19 --library ../google-play-services_lib/
LogPlayLevel:Display: Resolved location of library project to: C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate\Android\google-play-services_lib
LogPlayLevel:Display: Updated project.properties
LogPlayLevel:Display: Updated local.properties
LogPlayLevel:Display: Updated file C:\Users\Liam\Documents\Unreal Projects\V12_Racing\Intermediate\Android\APK\build.xml
LogPlayLevel:Display: It seems that there are sub-projects. If you want to update them
LogPlayLevel:Display: please use the --subprojects parameter.
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: Can't make an APK without the compiled .so [C:\Program Files\Unreal Engine\4.5\Engine\Binaries\Android\UE4Game-x86-es2.so]
LogPlayLevel:Display: Stacktrace:    at UnrealBuildTool.Android.UEDeployAndroid.MakeApk(String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks)
LogPlayLevel:Display:    at UnrealBuildTool.Android.UEDeployAndroid.PrepForUATPackageOrDeploy(String ProjectName, String ProjectDirectory, String ExecutablePath, String EngineDirectory, Boolean bForDistribution, String CookFlavor)
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: ERROR: Can't make an APK without the compiled .so [C:\Program Files\Unreal Engine\4.5\Engine\Binaries\Android\UE4Game-x86-es2.so]
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

What is the problem with my Engine install?

Notes:

  1. I have installed UE4 from the Launcher
  2. I have the android SDK and NDK set up by the UE directions online

I have the same problem !

I read somewhere that you need to build the Android/Development libs so I opened up UE4.sln in VS2013 and selected Development - Android and hit build. I got the following errors:

1>------ Build started: Project: UE4, Configuration: Android_Development_Game Win32 ------
1> Compiling Native code with NDK API ‘android-19’
1>EXEC : error : System.UnauthorizedAccessException: Access to the path ‘D:\UE4\4.6\UnrealEngine-promoted\Engine\Intermediate\Build\Android\UE4Game\Development\Launch\android_native_app_glue.c-armv7-es2.o.response’ is denied.
1> at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
1> at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
1> at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
1> at System.IO.StreamReader…ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
1> at System.IO.StreamReader…ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize)
1> at System.IO.StreamReader…ctor(String path, Encoding encoding)
1> at UnrealBuildTool.Utils.ReadAllText(String SourceFile) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\System\Utils.cs:line 90
1> at UnrealBuildTool.ResponseFile.Create(String TempFileName, List1 Lines) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\System\ResponseFile.cs:line 28 1> at UnrealBuildTool.AndroidToolChain.CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List1 SourceFiles, String ModuleName) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\Android\AndroidToolChain.cs:line 750
1> at UnrealBuildTool.CPPEnvironment.CompileFiles(UEBuildTarget Target, List1 CPPFiles, String ModuleName) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\System\CPPEnvironment.cs:line 349 1> at UnrealBuildTool.UEBuildModuleCPP.Compile(CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment, Boolean bCompileMonolithic) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModule.cs:line 1513 1> at UnrealBuildTool.UEBuildBinaryCPP.Build(IUEToolChain TargetToolChain, CPPEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 531 1> at UnrealBuildTool.UEBuildTarget.Build(IUEToolChain TargetToolChain, List1& OutputItems, List`1& UObjectModules, String& EULAViolationWarning) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1553
1> at UnrealBuildTool.UnrealBuildTool.RunUBT(String] Arguments) in d:\UE4\4.6\UnrealEngine-promoted\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1570
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “…\Build\BatchFiles\Build.bat UE4Game Android Development” exited with code -1.
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

Hi!

To build the project for android, you need to install VS2013 and TADP.
If these programs are installed, then ensure that the installed SDK for your android device or devices.
To do this go \NVPACK\android-sdk-windows and start SDK Manager.exe. For my Galaxy S2 I installed the Android 4.1.2 (API16)

OK solved the problem by doing this (I am building from source BTW):

  1. Restart the PC if you ever hit the Build Solution menu and cancel, its locks some directories…
  2. Select Android/Development target and build it (green arrow). This will generates the .so ARM libs.
  3. Now switch to Development Editor / Win64 target and run to launch the editor, make your level and Launch to the android device.

I have the same problem on one computer.

So I deleted everything.

I did a fresh checkout.

I reinstalled TADP.

I upgraded the Android Studio SDK build tools.

I ran setup to get all the dependencies.

I built the development editor for Win64 successfully.

I build the development client for Android… and then ran into the error.




1>------ Skipped Build: Project: MobileDeviceInterface, Configuration: Development Any CPU ------
1>Project not selected to build for this solution configuration 
2>------ Skipped Build: Project: GitDependencies, Configuration: Development Any CPU ------
2>Project not selected to build for this solution configuration 
3>------ Skipped Build: Project: iPhonePackager, Configuration: Development Any CPU ------
3>Project not selected to build for this solution configuration 
4>------ Skipped Build: Project: DeploymentServer, Configuration: Development Any CPU ------
4>Project not selected to build for this solution configuration 
5>------ Skipped Build: Project: CrashReportClient, Configuration: Development_Program x64 ------
5>Project not selected to build for this solution configuration 
6>------ Skipped Build: Project: MinidumpDiagnostics, Configuration: Development_Program x64 ------
6>Project not selected to build for this solution configuration 
7>------ Skipped Build: Project: CrossCompilerTool, Configuration: Development_Program x64 ------
7>Project not selected to build for this solution configuration 
8>------ Skipped Build: Project: UnrealLaunchDaemon, Configuration: Development_Program Win32 ------
8>Project not selected to build for this solution configuration 
9>------ Skipped Build: Project: DsymExporter, Configuration: Mac_Development_Program Win32 ------
9>Project not selected to build for this solution configuration 
10>------ Skipped Build: Project: UE4EditorServices, Configuration: Development_Program x64 ------
10>Project not selected to build for this solution configuration 
11>------ Skipped Build: Project: UnrealAtoS, Configuration: Mac_Development_Program Win32 ------
11>Project not selected to build for this solution configuration 
12>------ Skipped Build: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
12>Project not selected to build for this solution configuration 
13>------ Skipped Build: Project: SlateViewer, Configuration: Development_Program x64 ------
13>Project not selected to build for this solution configuration 
14>------ Skipped Build: Project: SymbolDebugger, Configuration: Development_Program x64 ------
14>Project not selected to build for this solution configuration 
15>------ Skipped Build: Project: TestPAL, Configuration: Development_Program x64 ------
15>Project not selected to build for this solution configuration 
16>------ Skipped Build: Project: UnrealFileServer, Configuration: Development_Program x64 ------
16>Project not selected to build for this solution configuration 
17>------ Skipped Build: Project: UnrealFrontend, Configuration: Development_Program x64 ------
17>Project not selected to build for this solution configuration 
18>------ Skipped Build: Project: UnrealHeaderTool, Configuration: Development_Program x64 ------
18>Project not selected to build for this solution configuration 
19>------ Skipped Build: Project: UnrealLightmass, Configuration: Development_Program x64 ------
19>Project not selected to build for this solution configuration 
20>------ Skipped Build: Project: UnrealCEFSubProcess, Configuration: Development_Program x64 ------
20>Project not selected to build for this solution configuration 
21>------ Skipped Build: Project: UnrealSync, Configuration: Development_Program x64 ------
21>Project not selected to build for this solution configuration 
22>------ Skipped Build: Project: UnrealVersionSelector, Configuration: Development_Program x64 ------
22>Project not selected to build for this solution configuration 
23>------ Skipped Build: Project: BootstrapPackagedGame, Configuration: Development_Program x64 ------
23>Project not selected to build for this solution configuration 
24>------ Skipped Build: Project: UnrealPak, Configuration: Development_Program x64 ------
24>Project not selected to build for this solution configuration 
25>------ Build started: Project: UE4, Configuration: Development_Client Tegra-Android ------
26>------ Skipped Build: Project: BlankProgram, Configuration: Development_Program x64 ------
26>Project not selected to build for this solution configuration 
27>------ Skipped Build: Project: BuildPatchTool, Configuration: Development_Program x64 ------
27>Project not selected to build for this solution configuration 
25>  Compiling Native code with NDK API 'android-19'
25>EXEC : error : System.UnauthorizedAccessException: Access to the path 'C:\UnrealEngine\Engine\Intermediate\Build\Android\UE4Client\Development\Launch\android_native_app_glue.c-armv7-es2.o.response' is denied.
25>     at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
25>     at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
25>     at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
25>     at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
25>     at System.IO.StreamReader..ctor(String path, Encoding encoding)
25>     at UnrealBuildTool.Utils.ReadAllText(String SourceFile) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\Utils.cs:line 131
25>     at UnrealBuildTool.FileItem.CreateIntermediateTextFile(String AbsolutePath, String Contents) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\FileItem.cs:line 281
25>     at UnrealBuildTool.ResponseFile.Create(String TempFileName, List`1 Lines) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\ResponseFile.cs:line 30
25>     at UnrealBuildTool.AndroidToolChain.CompileCPPFiles(UEBuildTarget Target, CPPEnvironment CompileEnvironment, List`1 SourceFiles, String ModuleName) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Android\AndroidToolChain.cs:line 755
25>     at UnrealBuildTool.CPPEnvironment.CompileFiles(UEBuildTarget Target, List`1 CPPFiles, String ModuleName) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\CPPEnvironment.cs:line 356
25>     at UnrealBuildTool.UEBuildModuleCPP.Compile(CPPEnvironment GlobalCompileEnvironment, CPPEnvironment CompileEnvironment) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModule.cs:line 1595
25>     at UnrealBuildTool.UEBuildBinaryCPP.SetupBinaryLinkEnvironment(LinkEnvironment LinkEnvironment, CPPEnvironment CompileEnvironment) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 728
25>     at UnrealBuildTool.UEBuildBinaryCPP.Build(IUEToolChain TargetToolChain, CPPEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 559
25>     at UnrealBuildTool.UEBuildTarget.Build(IUEToolChain TargetToolChain, List`1& OutputItems, List`1& UObjectModules, String& EULAViolationWarning) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1627
25>     at UnrealBuildTool.UnrealBuildTool.RunUBT(String] Arguments) in c:\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1621
25>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets(38,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Client Android Development" exited with code -1.
========== Build: 0 succeeded, 1 failed, 15 up-to-date, 26 skipped ==========




Hi lpcar04, I would recommend you to update the Unreal Engine editor… From the path to your engine folder I can say it is 4.5.*, so update it via Epic Games Launcher. I can’t say if it will help, but you should try it :slight_smile:

After building Android, I run this command to get past your error.
https://github.com/tgraupmann/UnrealEngine/blob/4.8-OUYA/Engine/Binaries/Android/copy_client_for_game.cmd

I’m stuck on this error compiling 4.8 because the file doesn’t exist…
Error 1 error : System.UnauthorizedAccessException: Access to the path ‘C:\UnrealEngine\Engine\Intermediate\Build\Android\UE4Client\Development\Launch\android_native_app_glue.c-armv7-es2.o.response’ is denied. C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC UE4

Hi tgraupmann,

You should be building Development configuration for Android platform, not client.

If I try to build the “Development” with “Android” I run into a bunch of other errors, including the same one from the “Development Client”.



Error	42	error : System.UnauthorizedAccessException: Access to the path 'C:\UnrealEngine\Engine\Intermediate\Build\Android\UE4\Development\Launch\android_native_app_glue.c-armv7-es2.o.response' is denied.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UE4




Error	2	error : CrashReportClient does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	CrashReportClient
Error	3	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat CrashReportClient Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	CrashReportClient
Error	4	error : MinidumpDiagnostics does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	MinidumpDiagnostics
Error	5	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat MinidumpDiagnostics Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	MinidumpDiagnostics
Error	6	error : UE4EditorServices does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UE4EditorServices
Error	7	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4EditorServices Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UE4EditorServices
Error	8	error : CrossCompilerTool does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	CrossCompilerTool
Error	9	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat CrossCompilerTool Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	CrossCompilerTool
Error	10	error : UnrealLaunchDaemon does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealLaunchDaemon
Error	11	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealLaunchDaemon Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealLaunchDaemon
Error	12	error : DsymExporter does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	DsymExporter
Error	13	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat DsymExporter Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	DsymExporter
Error	14	error : UnrealAtoS does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealAtoS
Error	15	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealAtoS Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealAtoS
Error	16	error : ShaderCompileWorker does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	ShaderCompileWorker
Error	17	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	ShaderCompileWorker
Error	18	error : SlateViewer does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	SlateViewer
Error	19	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat SlateViewer Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	SlateViewer
Error	20	error : SymbolDebugger does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	SymbolDebugger
Error	21	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat SymbolDebugger Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	SymbolDebugger
Error	22	error : TestPAL does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	TestPAL
Error	23	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat TestPAL Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	TestPAL
Error	24	error : UnrealFileServer does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealFileServer
Error	25	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealFileServer Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealFileServer
Error	26	error : UnrealFrontend does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealFrontend
Error	27	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealFrontend Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealFrontend
Error	28	error : UnrealHeaderTool does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealHeaderTool
Error	29	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealHeaderTool Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealHeaderTool
Error	30	error : UnrealLightmass does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealLightmass
Error	31	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealLightmass Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealLightmass
Error	32	error : UnrealCEFSubProcess does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealCEFSubProcess
Error	33	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealCEFSubProcess Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealCEFSubProcess
Error	34	error : UnrealSync does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealSync
Error	35	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealSync Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealSync
Error	36	error : UnrealVersionSelector does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealVersionSelector
Error	37	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealVersionSelector Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealVersionSelector
Error	38	error : BootstrapPackagedGame does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	BootstrapPackagedGame
Error	39	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat BootstrapPackagedGame Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	BootstrapPackagedGame
Error	40	error : UnrealPak does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UnrealPak
Error	41	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealPak Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UnrealPak
Error	42	error : System.UnauthorizedAccessException: Access to the path 'C:\UnrealEngine\Engine\Intermediate\Build\Android\UE4\Development\Launch\android_native_app_glue.c-armv7-es2.o.response' is denied.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	UE4
Error	43	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Game Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	UE4
Error	44	error : BlankProgram does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	BlankProgram
Error	45	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat BlankProgram Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	BlankProgram
Error	46	error : BuildPatchTool does not support the Android platform.	C:\UnrealEngine\Engine\Intermediate\ProjectFiles\EXEC	BuildPatchTool
Error	47	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat BuildPatchTool Android Development" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets	38	5	BuildPatchTool


Try deleting “C:\UnrealEngine\Engine\Intermediate\Build\Android” and try again; the access denied looks like a problem with a bad file permission. The android_native_app_glue.c is referenced by launch module from the ndk. This is with 4.8.3?

I removed the c:\NVPACK and completely reinstalled TADP. I didn’t update any packages. And then I removed the entire Unreal 4.8 checkout and did a fresh clone. I ran the setup. I built the Development Editor with Win64. And then I rebuilt the Development Client with `Android. Ran into the same issue.



Error	1	error : System.UnauthorizedAccessException: Access to the path 'C:\UnrealEngine\UnrealEngine_4_8\Engine\Intermediate\Build\Android\UE4Client\Development\Launch\cpu-features.c-armv7-es2.o.response' is denied.	C:\UnrealEngine\UnrealEngine_4_8\Engine\Intermediate\ProjectFiles\EXEC	UE4


Maybe there’s something in my PATH that’s messing with me.

PATH

C:\ProgramData\Oracle\Java\javapath;C:\Program Files (x86)\Intel\iCLS Client;C:\Program Files\Intel\iCLS Client;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files\Intel\Intel(R) Management Engine Components\DAL;C:\Program Files (x86)\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files\Intel\Intel(R) Management Engine Components\IPT;C:\Program Files\Intel\WiFi\bin;C:\Program Files\Common Files\Intel\WirelessCommon;%USERPROFILE%.dnx\bin;C:\Program Files\Microsoft DNX\Dnvm;C:\Program Files (x86)\Windows Kits\10\Windows Performance Toolkit;C:\Program Files\Microsoft SQL Server\110\Tools\Binn;C:\Program Files (x86)\Microsoft SDKs\TypeScript\1.0;C:\Program Files\Microsoft SQL Server\120\Tools\Binn;C:\Program Files (x86)
odejs;C:\Program Files (x86)\Git\bin;C:\NVPACK\android-sdk-windows ools

You know the last thing I did before things went haywire is install NODE.js and I’ll try removing that from my path…

Nope not that…

Of course that worked. Of course. So simple. Thanks a million!

Now I can move on to my next odd error where it’s not properly detecting the precompiler definitions.
https://answers.unrealengine.com/questions/270857/platform-android-generated1.html

I posted a reply to your AnswerHub.

Thanks for the reply. I’ll give that a shot.

It’s odd I keep running to the old issue again.

I keep getting it even when I deleted C:\UnrealEngine\Engine\Intermediate\Build\Android\

There must be a race condition in the build process.

If I attempt to build enough times it eventually manages to build past this error.

I just have to keep repeating Build->Build solution until the build process takes…

I have a revised process that I have to keep repeating.

Step 1. Remove the C:\UnrealEngine\Engine\Intermediate\Build\Android\ folder.

Step 2. Build the solution

Step 3. Repeat 50 times or more until it finally builds past the error.

Somebody messed with the build process. There must be some rogue async process that rarely completes when it should…

UE 4.9 has a more stable build process. I don’t need to repeat build anymore.

I did run into a build issue that I’ve isolated to a branch from 4.9.

I created a small repro project that reproduces the issue.

https://github.com/tgraupmann/UnrealEngine/commit/0c1cc82617b6901eaad327fb352d5a087994086e

The issue is that if a class is defined on the Android platform that has a copy constructor, that class cannot be used by an actor class.

This was something that worked on 4.7, but not on 4.8.

I just needed the following files to reproduce the issue.

Engine/Source/Runtime/Engine/Classes/Tests/TestAndroidConstructor.h

Engine/Source/Runtime/Engine/Private/Tests/TestAndroidConstructor.cpp

Engine/Source/Runtime/Launch/Private/Android/TestAndroidClass.h

Engine/Source/Runtime/Launch/Private/Android/TestAndroidClass.cpp

I’d like to fix the issue. Otherwise I’ll have to stop using copy constructors in my Android platform code…

I worked around the issue by avoiding using the copy constructor in the Android platform code.

Here is the fix.
https://github.com/tgraupmann/UnrealEngine/commit/dbb5d292371c92401aede394ad52bac144ec5db9

I’m now upgraded to UE 4.9.