Can't deploy, following Android quick start!

I did follow the Android quick start but cant get it to work!
Cant launch on my phones :confused: fails on step 4.5 https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/4/index.html
Help please!

my error log:

LogEditorViewport: Clicking on Actor (LMB): ThirdPersonCharacter_C (ThirdPersonCharacter)
LogBlueprintUserMessages: Early PlayInEditor Detection: Level ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel’ has LevelScriptBlueprint ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’ with GeneratedClass ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPers
onExampleMap_C’ with ClassGeneratedBy ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’
LogPlayLevel: PlayLevel: No blueprints needed recompiling
PIE: New page: PIE session: ThirdPersonExampleMap (Sep 3, 2016, 3:15:10 PM)
LogPlayLevel: Creating play world package: /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap
LogPlayLevel: PIE: StaticDuplicateObject took: (0.019309s)
LogAIModule: Creating AISystem for world ThirdPersonExampleMap
LogPlayLevel: PIE: World Init took: (0.000980s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap to /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap (0.020877s)
LogInit: XAudio2 using ‘Speakers (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogWorld: Game class is ‘ThirdPersonGameMode_C’
LogWorld: Bringing World /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap up for play (max tick rate 0) at 2016.09.03-14.15.10
LogWorld: Bringing up level for play took: 0.004119
LogContentBrowser: Native class hierarchy updated for ‘MovieSceneCapture’ in 0.0006 seconds. Added 11 classes and 0 folders.
PIE: Info Play in editor start time for /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap 0.172
LogBlueprintUserMessages: Late PlayInEditor Detection: Level ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel’ has LevelScriptBlueprint ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’ with GeneratedClass ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPerso
nExampleMap_C’ with ClassGeneratedBy ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’
LogBlueprintUserMessages: Early EndPlayMap Detection: Level ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel’ has LevelScriptBlueprint ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’ with GeneratedClass ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPerson
ExampleMap_C’ with ClassGeneratedBy ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’
LogBlueprintUserMessages: Late EndPlayMap Detection: Level ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel’ has LevelScriptBlueprint ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’ with GeneratedClass ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonE
xampleMap_C’ with ClassGeneratedBy ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’
LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (LeftArm_StaticMesh)
LogEditorViewport: Clicking on Actor (LMB): DirectionalLight (Light Source)
LogPlayLevel: Launcher Device ID: Android_ETC1@4df1800064635f8d
LogUnrealEdEngine:Warning: Unable to use cook in editor because r.MobileHDR from Engine ini doesn’t match console value r.MobileHDR
LogUnrealEdEngine:Warning: Unable to use cook in editor because r.MobileHDR from Engine ini doesn’t match console value r.MobileHDR
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogSavePackage: Save=246.06ms
LogSavePackage: Moving ‘D:/Unreal Projects/andiodtest1/Saved/UEDPCThirdPersonExampleMap1E0DB59D4DDCB45A02CB14A89FB1FAA0.tmp’ to ‘D:/Unreal Projects/andiodtest1/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap’
LogSavePackage:Display: Finished SavePackage D:/Unreal Projects/andiodtest1/Saved/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap.umap
LogEditorTransaction: Undo Spawn Play From Here Start
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_3880_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_6178_0///####STATCAT_Advanced####
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//LauncherWorker///Thread_914_0///####STATCAT_Advanced#### old //STATGROUP_Threads//LauncherWorker///Thread_31e4_0///####STATCAT_Advanced####
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_3af0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_6178_0///####STATCAT_Advanced####
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/Unreal Projects/andiodtest1/andiodtest1.uproject BuildCookRun -project=D:/Unreal Projects/andiodtest1/andiodtest1.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Andro
id_ETC1 -targetplatform=Android -cookflavor=ETC1 -build -cook -map=/Temp/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Temp/Autosaves/Game/ThirdPersonBP/Maps/UEDPCThirdPersonExampleMap -Messaging -device=Android_ETC1@4df1800064635f8d -addcmdline=-SessionId=358A7B014F402CB3
480DF787CA3AE348 -SessionOwner=‘Emil’ -SessionName=‘Launch On Device’ -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for D:\Unreal Projects\andiodtest1\andiodtest1.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.262518
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_3ab0_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_6178_0///####STATCAT_Advanced####
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Unreal Engine\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development -remoteini=“D:\Unreal Projects\andiodtest1” -noxge -generatemanifest -NoHotReloadFromIDE
LogPlayLevel: UnrealBuildTool: NDK version: 19, GccVersion: 4.9
LogPlayLevel: UnrealBuildTool: building WITHOUT VULKAN define
LogPlayLevel: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
LogPlayLevel: CommandUtils.Run: Run: Took 1,3712513s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files\Unreal Engine\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Android Development -remoteini=“D:\Unreal Projects\andiodtest1” -noxge -generatemanifest -NoHotReloadFromIDE. See logfile for detai
ls: ‘UnrealBuildTool-2016.09.03-14.15.57.txt’
LogPlayLevel: vid AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) LogPlayLevel: vid AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
LogPlayLevel: vid AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) LogPlayLevel: vid AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable1 InChangelistNumberOverride, Dictionary2 InTargetToManifest) LogPlayLevel: vid Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) LogPlayLevel: vid BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: vid AutomationTool.BuildCommand.Execute() LogPlayLevel: vid AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) LogPlayLevel: vid AutomationTool.Automation.Process(String] CommandLine) LogPlayLevel: vid AutomationTool.Program.MainProc(Object Param) LogPlayLevel: vid AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
LogPlayLevel: vid AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files…
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.750476
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Try deactivating your antivirus if you have one active.

Are you working with a C++ project or blueprint only? If it’s C++ try adding an empty class to your project then redeploy. Are you using any plugins?

Solved! Unchecked the substance plugin :confused: Epic please add that to the Android documentation!!

“LogPlayLevel: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.” Are the keywords to help with this error.

Whenever you get a compilation error one of the easiest ways to pin point the problem is search “error” from the bottom of the log, going up. After you pass “ERROR: AutomationTool terminated with exception:” the next search result general contains information to your error. If you don’t understand the error try Googling it.

I found the answer to your problem within the first three results, hence why I asked you about plugins. Gl!

Did the Trick

That did the trick. Never seen that issue in the past but man you save me a ton of time. I owe you some bacon, either in this life or the next :slight_smile: