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can't Launch on Android device

I’m trying to launch my application on my OnePlus phone.
I followed the instructions on https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/index.html and my device is also connected and identified by my system.

Then i created a new emtpy C++ Project, built it and opened it in the editor.
Now when i compile the project it works without a error, but as soon as i try to Launch the application on my phone i get a build error:



UnrealBuildTool: Performing 2 actions (4 in parallel)
UnrealBuildTool: [1/2] clang++.exe Module.OpenGLDrv.1_of_2.cpp [armv7-es2]
UnrealBuildTool: In file included from D:/Programmieren/Android/AndroidRemote/Intermediate/Build/Android/AndroidRemote/Development/OpenGLDrv/Module.OpenGLDrv.1_of_2.cpp:7:
UnrealBuildTool: D:\Programmieren\Unreal\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLDevice.cpp(593,17) :  error: use of undeclared identifier 'GL_STEREO'
UnrealBuildTool:                 glGetBooleanv(GL_STEREO, &Result);
UnrealBuildTool:                               ^
UnrealBuildTool: 1 error generated.
UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\Programmieren\Android\AndroidRemote\Binaries\Android\AndroidRemote-armv7-es2.so
UnrealBuildTool: Total build time: 30.35 seconds
CommandUtils.Run: Run: Took 30.6337295s to run UnrealBuildTool.exe, ExitCode=5
ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): D:\Programmieren\Unreal\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe AndroidRemote Android Development  D:\Programmieren\Android\AndroidRemote\AndroidRemote.uproject  -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.1.txt'
BuildCommand.Execute: ERROR: BUILD FAILED
Program.Main: ERROR: AutomationTool terminated with exception:
Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:5): D:\Programmieren\Unreal\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe AndroidRemote Android Development  D:\Programmieren\Android\AndroidRemote\AndroidRemote.uproject  -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.1.txt'
Stacktrace:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\ProcessUtils.cs:line 795
   at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\UBTUtils.cs:line 50
   at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 322
   at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary`2 PlatformEnvVars) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 1306
   at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 114
   at BuildCookRun.DoBuildCookRun(ProjectParams Params) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 229
   at BuildCommand.Execute() in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37
   at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 381
   at AutomationTool.Automation.Process(String] CommandLine) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 353
   at AutomationTool.Program.MainProc(Object Param) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 168
   at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:line 705
   at AutomationTool.Program.Main() in d:\Programmieren\Unreal\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 115
Program.Main: ERROR: Command failed (Result:5): D:\Programmieren\Unreal\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe AndroidRemote Android Development  D:\Programmieren\Android\AndroidRemote\AndroidRemote.uproject  -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool.1.txt'
ProcessManager.KillAll: Trying to kill 0 spawned processes.
Program.Main: AutomationTool exiting with ExitCode=5
Domain_ProcessExit
ProcessManager.KillAll: Trying to kill 0 spawned processes.
AutomationToolLauncher exiting with ExitCode=5
copying UAT log files...
RunUAT.bat ERROR: AutomationTool was unable to run successfully.
BUILD FAILED


Anyone got a clue why it says “GL_STEREO” not defined?

regards
Jakob

Can you launch other default projects, like flappy birds or ninja? Or empty blueprint project.

This log says nothing about RunUAT.bat, there is another log that shows output from RunUat. (search for UAT*.* in unreal folder)

So far i had runUat problems twice:

  • on android name of project was in wrong format in android settings, it failed to deploy
  • on ios, i am still puzzled why this happened but we had some mess with provisions. Everything worked fine after i manually hunted all keypairs, provisins and plist settings and deleted them all.

For your problem i would search for “GL_Stereo” in source files. But first check if you can deploy any project on that phone, then you at least know if its problem with project or device.

Got it to work by cleaning an rebuilding the Unreal source.