[][1] is the original thread I created. It got marked Resolved, but it isn’t and I can’t “Unresolve” it (says I have to login as a different ), so I am opening a new thread.
Here is my [most recent Output log][2].
In it there are numerous warnings, none of which I’ve been able to resolve:
- LogCook:Display: Invalidating cooked content because Engine:/Script/AndroidPlatformEditor.AndroidSDKSettings:SDKPath:(Path=“C://android-sdk-windows”) ini setting was out of date
- LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1ca0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_fec_0///####STATCAT_Advanced####
- LogMaterial:Warning: Failed to compile Material /Game/LevelMeshes/Seaweed_mat.Seaweed_mat for platform GLSL_ES2, Default Material will be used in game.
LogMaterial:Warning: (Node TextureSample) Node not supported in feature level ES2
LogMaterial:Warning: (Node TextureSample) Sampling for a specific mip-level is not supported for ES2
- LogText:Warning: Saving FText “Material” which has been initialized from FString at cook time resave of source package FBufferArchive /Engine/ArtTools/RenderToTexture/Enums/RenderToTexture_Enum may fix issue.
Can't figure out why Android won't build anymore - Mobile - Epic Developer Community Forums
[2]: 97612-log3.txt (288 KB)
I’ve spent a couple hours trying to around for each error and found next to nothing appropriate. (Errors long, like the SDK and ini FText one got me 0 hits; parsing them till I got hits produced unrelated hits). The material issue got me lots of hits, but the fixes I could find in them were either too confusing, or only partially appropriate.
Thanks for any help. I so hope I don’t have to start the entire project over from scratch (easily over 120 hours of work).
Hey ,
Are you using any plugins? If so, review [ post][1] as it may help you resolve the issue you’re running in to. Also, please make sure that you’ve updated from AndroidWorks to CodeWorks as that’s important with 4.12.5. Please respond back so I can further troubleshoot issue for you.
Thanks!
UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data - Platform & Builds - Epic Developer Community Forums
Hi ,
Sorry to bother you again. Yes, I had once installed the DoN Navigation plugin. I’ll check out that post.
I’ll update to CodeWorks. I assume I should update to 4.12.5 as well? I’m currently using 4.12.3.
Thank you very much!
Hey ,
Edit: I uninstalled Android Works and the Java SDK via Windows Uninstaller.
Rebooted the machine and updated UE4 to 4.12.5 before proceeding to install CodeWorksforAndroid-1R4-windows.
You helped me a while back getting my computer running on a proxy server to download codeworks. Everything worked good then. But I uninstalled codeworks after that (I regret it).
A month ago I tried reinstalling codeworks, but I ran into numerous errors so I gave up on it (spent literally a good 3 days trying to get it to work). So I then referred to the [sanctioned Android Setup][1] which only referred to the Epic-supplied AndroidWorks installer in the Extras directory.
Now it seems I’m back to square -1.
I get error:
installing usb driver 11 failed
“wmic”: executable file not found in %PATH%
Setting the USB driver to “no action”, it fails on the next one:
Installing PerfHUD ES 2.2-0 failed.
Return Code: 2
exec: “cmd”: executable file not found in %PATH%
Hi ,
Yep. The USB error got resolved by adding that env. var.
Now I have the PerfHUD ES 2.2-0 one. I’ll see if I can slap in another dir for that in the PATH label.
Btw, I guess it’s not only android that I’m failing to build a package for. I can’t even build for PC. I’ll look more into it and update.
Thanks a lot, again!
Edit: So I tried putting in dir C:\Program Files (x86)\NVIDIA Corporation\NVIDIA PerfHUD ES Tegra (that folder contains some dlls and and an exe) but still a no go. I set it to no action, and then I got another one for code samples. I read somewhere else that you don’t need that if you’re just using blueprints, which I am, so I set that to no action as well.
I was able to cook the game successfully, but trying to package it for Android OR Windows fails. Should I open up a new thread?
Here’s the [log][1].
98279-faillog.txt (1.09 MB)
Good news is that I’m now getting a more descriptive error:
No UE4Game Binaries.
You may have to build it yourself using your own IDE. Or by running UnrealBuildTool in the Command Line:
UE4Game
Seeing is the first time I’ve heard of the UnrealBuildTool, I haven’t made any progress on that front (wasted only about 30 minutes on it).
I set the PerfHUD ES Tegra and code examples to no action.
I’m pretty certain that adding that DoN Navigation plugin messed up my project.
-
Disabled it in Edit>Plugins
Tried to package it and it failed.
-
File>Add New C++ Class (the answer on the page linked)
Tried to package it and it failed.
-
Then Update Visual Studio Project
Tried to package it and it failed.
I was under the impression plugins aren’t invasive. I was totally wrong if it is the cause of all . Save for the plugin, everything in the project is implemented using blueprints.
,
First of all, could you please upload your Android SDK settings as a screenshot with your next reply?
I see that within the log you provided, one build was successful while another one failed. Was two different packages, as it appears to look now? If so, was one package with the plugin and the other package without it? I would appreciate more details on that note.
Are you able to reproduce same issue with a newly created project when you activate the plugin in the new project?
Thanks!
“…could you please upload your Android SDK settings as a screenshot with your next reply?”
“I see that within the log you provided, one build was successful while another one failed.”
Each of those had the plugin disabled. The one that was successful was the “cook” (accessed via File>Cook Windows Contents). The one that failed was the “package” (accessed via the Launch button at the top-right of the editor > My_PC).
“Are you able to reproduce same issue with a newly created project when you activate the plugin in the new project?”
Yes. [Here’s][2] the log.
I started a new sidescroller template project called TestPlugin. Saved it and shut it down without making any changes to it. Added the plugin to the project directory as described in the setup tutorial for it (i.e. TestPlugin>Plugins>DonAINavigation). No other plugins are inside the Plugins directory.
Try changing your SDK API Level and NDK API Level to as follows:
As long as you have Visual Studio 2015 installed when using UE 4.12, you shouldn’t be running into the following error:
ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
Have you verified your version of the engine since getting Visual Studio 2015 installed and properly updated?
Hello . Thank you very much for the response.
I changed the SDK/NDK API as instructed. But before seeing if that fixed it, I read on:
“As long as you have Visual Studio 2015 installed when using UE 4.12, you shouldn’t be running into the following error:…”
Strange. I was under the impression I have Visual Studio 2015 community installed. Yet I am in fact getting that No modules found to build error.
I’m not sure how I am to verify the version of the engine, or how to ensure VS2015 is properly updated.
I downloaded vs_community_JPN on the 5th and installed it with everything default. It was all working for a while (launching on Android). Then when it failed, there was error that C++ common tools needed to be installed. I then went in to modify the VS2015 install, checked to add C++ common tools and after an hour or so it added it and completed without error. I guess I’ll look into properly updating VS2015.
Note, I can’t even build a Windows package, let alone Android.
Epic launcher is updated to the latest (there was an update prior to posting very response), and the launcher says it’s 4.12.5. Could be a lie though. Here’s a screenshot.
What happens when you open your C++ project in Visual Studio 2015 only and build it? Upload those logs, please.
Hello,
I’ve never opened a UE4 C++ project in Visual Studio before.
I was hoping I could just keep my config and content folders intact and then clean out the project’s existing binaries before generating new/default? ones…
My project was made using blueprints only. Other than installing that DoN Navigation plugin I’ve never touched in source files. I assume that even though that is the case, the same project has a VS solution associated with it… ?
Could you refer me to an article that explains how to get the C++ version of that project? will be the first I’ve mucked with setting up the project in VS.
I’m sorry, but I have the feeling trying to something I know virtually nothing about is going to get me nowhere fast.
Thanks!
I am a little confused on what you’re asking. If you’re asking for documentation to show you how to turn your blueprint project into a code project, I am afraid that isn’t available. You can implement code into your project by going to File > New C++ Class.
[Introduction to C++ Programming in UE4][1]
If you wish to clean your project, you could delete the Saved and Intermediate folders from your project, as they’ll rebuild once your project is opened again in the editor.
Thanks!
Programming with C++ in Unreal Engine | Unreal Engine 5.1 Documentation
,
Sorry for the confusing response. I was actually confusing myself as I wrote it.
I’ve no intention of turning my blueprint project into a code one. I must have misinterpreted what you said (“What happens when you open your C++ project in Visual Studio 2015 only and build it?”).
How might I open the “C++ project” in VS 2015? There’s a .sln in the main project folder but double-clicking it has VS display an error. I’m currently repairing the VS install, so I’ll paste the error here once it’s done repairing.
I also just found out I can right-click the project_name.uproject file and “Generate Visual Studio Project Files”. I’m thinking maybe I should do that.
-
I right-clicked on project_name.uproject and then clicked “Generate Visual Studio Project Files”. That created a new .sln without error.
-
Double-left-clicked the new .sln and it loaded all associated project files in VS 2015. Then I clicked on Build > Build project_name.
It appears it completed without error. Here’s the build log:
(I’m not sure if it’s the one you requested.)
1>------ ビルド開始: プロジェクト:DDTest, 構成:Development_Editor x64 ------
1> Performing full C++ include scan (building a new target)
1> Creating makefile for DDTestEditor (no existing makefile)
1> Performing 4 actions (4 in parallel)
1> PCH.DDTest.h.cpp
1> DDTest.cpp
1> MyClass.cpp
1> [4/4] Link UE4Editor-DDTest.dll
1> ライブラリ C:\Users\wakelin\Documents\Unreal Projects\DDTest\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-DDTest.lib とオブジェクト C:\Users\wakelin\Documents\Unreal Projects\DDTest\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-DDTest.exp を作成中
1> Total build time: 46.33 seconds
========== ビルド: 1 正常終了、0 失敗、0 更新不要、0 スキップ ==========
Edit: So seeing that something built fine in VS2015, I tried to launch > Android Z00AD in the editor and it failed with :
PackagingResults:
Error: エラー Launch failed! UE4Game バイナリがありません。
自身のIDEでUE4プロジェクトをビルドしなくてはいけない可能性があります。またはコマンドラインでUnrealBuildToolを使用してビルドを行ってください:
UE4Game
It’s the same error as before:
No UE4Game binaries. You may need to build the UE4 project via your IDE. Or use the UnrealBuildTool to build it via command line.
Edit: I was able to package Windows 64-bit via File > Package Project > Windows 64-bit, and specifying the DDTest project folder as the target folder. Android still fails though.
I didn’t mean to confuse you, it seems like we had originally confused each other.
Either way, could you provide me with those new logs. Provide me all of the failing logs. Please try to package for Windows, Android, HTML5 and iOS (if you have remote building or are using Mac).
Thank you!
lol
Apologies for not having mentioned I’m running Windows 7 Enterprise 64bit.
I’ve never set up remote building. I build on the same machine I develop on.
Windows 64bit packages fine after I did the following:
- “Generate Visual Studio Project Files” by right-clicking the sln, and then double-clicked it to open it in VS2015
- Built it succesfully in VS2015
- In UE4 editor File > Package Project > Windows 64-bit
Here are the failing logs for the respective platforms:
(I used File > Package Project > “teh platform”, to package each.)
[Android Multi][1]
[HTML5][2]
Edit:
I don’t even have an Iphone to test on. So, if I may, I won’t mess with it.
I installed Itunes but there were some other issues with packaging it, so I’m going to skip Iphone for now.
99168-ddtest(androidmulti).log (32 KB)
[2]: 99156-html5(firefoxnightly).txt (318 KB)