Hello, I am working on a mobile game and have been testing the game on my phone for a while already, the usual launch option worked absolutely fine. However two days ago, when deploying an updated version of the game to my phone, this error occured:
"
LogPlayLevel: UAT: Performing Streamed Install
LogPlayLevel: UAT: Success
LogPlayLevel: UAT: Took 7,47s 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: Attempting to connect to file server [192.0.0.4]
LogPlayLevel: UAT: SocketException: System.Net.Internals.SocketExceptionFactory+ExtendedSocketException (10060): Ein Verbindungsversuch ist fehlgeschlagen, da die Gegenstelle nach einer bestimmten Zeitspanne nicht richtig reagiert hat, oder die hergestellte Verbindung war fehlerhaft, da der verbundene Host nicht reagiert hat. 192.0.0.4:57099
LogPlayLevel: UAT: at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
LogPlayLevel: UAT: at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.OpenConnection(String Address) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1239
LogPlayLevel: UAT: Not connected, attempting to start file server
LogPlayLevel: UAT: SocketException: System.Net.Internals.SocketExceptionFactory+ExtendedSocketException (10060): Ein Verbindungsversuch ist fehlgeschlagen, da die Gegenstelle nach einer bestimmten Zeitspanne nicht richtig reagiert hat, oder die hergestellte Verbindung war fehlerhaft, da der verbundene Host nicht reagiert hat. 192.0.0.4:57099
LogPlayLevel: UAT: at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
LogPlayLevel: UAT: at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.OpenConnection(String Address) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1239
LogPlayLevel: UAT: SocketException: System.Net.Internals.SocketExceptionFactory+ExtendedSocketException (10060): Ein Verbindungsversuch ist fehlgeschlagen, da die Gegenstelle nach einer bestimmten Zeitspanne nicht richtig reagiert hat, oder die hergestellte Verbindung war fehlerhaft, da der verbundene Host nicht reagiert hat. 192.0.0.4:57099
LogPlayLevel: UAT: at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
LogPlayLevel: UAT: at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.OpenConnection(String Address) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1239
LogPlayLevel: UAT: SocketException: System.Net.Internals.SocketExceptionFactory+ExtendedSocketException (10060): Ein Verbindungsversuch ist fehlgeschlagen, da die Gegenstelle nach einer bestimmten Zeitspanne nicht richtig reagiert hat, oder die hergestellte Verbindung war fehlerhaft, da der verbundene Host nicht reagiert hat. 192.0.0.4:57099
LogPlayLevel: UAT: at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
LogPlayLevel: UAT: at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
"
The last part then repeats until at some point the deployment process stops. Because that error is in german, here is a rough translated version:
"
LogPlayLevel: UAT: SocketException: System.Net.Internals.SocketExceptionFactory+ExtendedSocketException (10060): The connection attempt failed because the remote site did not respond properly after a certain period of time, or the connection established was incorrect because the connected host did not respond. 192.0.0.4:57099
LogPlayLevel: UAT: at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
LogPlayLevel: UAT: at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.OpenConnection(String Address) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1239
"
Engine Version: 5.3.2
What may have happened:
When deploying a new version of my game, I wanted to keep my save file from the current game version on my phone so the progress wont reset. How I did that was that I took out the save files from the games directory on my phone, deployed the new game, then inserted the savefiles into the folder again, which worked fine. Only issue was that I had to disconnect/reconnect my phone to my PC multiple times in the process.
So I did what i usually did and took out the savefiles of my game, disconnected my phone, then shortly after reconnected it again, then wanted to deploy, and the error began showing up.
Since the error implies a connection issue between phone and PC, and the german error message implies that the error comes from windows, i am sort of leaning in the direction that i somehow damaged something by unplugging and too quickly replugging the usb cable but honestly, im kind of stumped at this point.
- The USB connection itself definititely does work, i can add/delete files to my phone.
- I could package my game and install it that way on my phone, its just launching via unreal engine directly that does not work
Main Things I have tried:
- Reinstalled Windows 10, Unreal Engine, Android SDK. I really expected this to solve the problem but it didnt
- Deleted all USB-Controllers and let them reinstall
Based on the error message, I am assuming the file server connection via USB is not working properly, but I don’t know why and how to attempt solving this. I hope that maybe someone here has encountered something similar or has an idea. As I had said at the beginning, it worked for the longest time and then stopped working without me doing any substantial changes by myself. Also I can’t say this for sure but I feel like I did have similar-ish issues before, but everything like that was solved by a pc restart at most.