Hello everyone
I had no problem until my android device updated lately. now I cant lunch any ue4 on android. ill be appreciated if you help me. its just an empty level
here is the log :
LogDesktopPlatform:Warning: Error reading results of folder dialog.
LogDesktopPlatform:Warning: Error reading results of folder dialog.
LogDesktopPlatform:Warning: Error reading results of folder dialog.
LogPlayLevel: PIE: No blueprints needed recompiling
PIE: New page: PIE session: NewMap (Aug 31, 2015, 6:01:07 AM)
LogPlayLevel: Creating play world package: /Game/map/UEDPIE_0_NewMap
LogPlayLevel: PIE: StaticDuplicateObject took: (0.001056s)
LogAIModule: Creating AISystem for world NewMap
LogPlayLevel: PIE: World Init took: (0.001984s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/map/NewMap.NewMap to /Game/map/UEDPIE_0_NewMap.NewMap (0.003292s)
LogInit: XAudio2 using ‘Line 1 (Breakaway Pipeline)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogWorld: Game class is ‘GameMode’
LogWorld: Bringing World /Game/map/UEDPIE_0_NewMap.NewMap up for play (max tick rate 0) at 2015.08.31-13.01.07
LogActor:Warning: GameSession /Game/map/UEDPIE_0_NewMap.NewMap:PersistentLevel.GameSession_0 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogActor:Warning: GameNetworkManager /Game/map/UEDPIE_0_NewMap.NewMap:PersistentLevel.GameNetworkManager_0 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogWorld: Bringing up level for play took: 0.003079
PIE: Info Play in editor start time for /Game/map/UEDPIE_0_NewMap -0.521
LogAudioDerivedData:Display: Building compressed audio format OGG wave EndPlayInEditor…
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000000CD67740
MapCheck: New page: Map Check
LogD3D11RHI: InitD3DDevice
Cmd: MAP REBUILD ALLVISIBLE
LogEditorServer: Rebuildmap Clear paths rebuilt
LightingResults: New page: Lighting Build - Aug 31, 2015, 6:01:08 AM
LogStaticLightingSystem:Warning: No importance volume found, so the scene bounding box was used. You can optimize your scene’s quality and lighting build times by adding importance volumes.
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogD3D11RHI: InitD3DDevice
LogEditorBuildUtils: Build time 0:00:04
LogD3D11RHI: InitD3DDevice
Job is a success!
LogD3D11RHI: InitD3DDevice
LogD3D11RHI: InitD3DDevice
Lightmass on MAHAM-PC: 889 ms total, 179 ms importing, 0 ms setup, 259 ms photons, 399 ms processing, 0 ms extra exporting [1/1 mappings]. Threads: 2.63 sec total, 150 ms processing.
LogStaticLightingSystem: Illumination: 6.37 sec (11 ms encoding lightmaps)
LogStaticLightingSystem: Lightmap texture memory: 0.0 MB (0.0 MB streaming, 0.0 MB non-streaming), 0 textures
LogStaticLightingSystem: Shadowmap texture memory: 0.0 MB (0.0 MB streaming, 0.0 MB non-streaming), 0 textures
Cmd: MAP CHECK NOTIFYRESULTS
MapCheck: New page: NewMap - Aug 31, 2015, 6:01:16 AM
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 61.59ms to complete.
LogD3D11RHI: InitD3DDevice
LogPlayLevel: Launcher Device ID: Android_ASTC@da945660
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/Engine/GlobalShaderCache-GLSL_ES2!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/AssetRegistry!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/Content/map/NewMap!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/Content/material/1!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedAssetRegistry!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogPackageDependencyInfo:Display: Package Info not found for …/…/…/final2/CookedIniVersion!
LogD3D11RHI: InitD3DDevice
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_60c_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_16cc_0///####STATCAT_Advanced####
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//LauncherWorker///Thread_13e8_0///####STATCAT_Advanced#### old //STATGROUP_Threads//LauncherWorker///Thread_2058_0///####STATCAT_Advanced####
LogCook:Display: Cooking /Game/map/NewMap → D:/my3D/final2/Saved/Cooked/Android_ASTC/final2/Content/map/NewMap.umap
LogSavePackage: Save=8.227892ms
LogSavePackage: Async saving from memory to ‘D:/my3D/final2/Saved/Cooked/Android_ASTC/final2/Content/map/NewMap.umap’
LogCook:Display: Cooking /Engine/EditorSounds/GamePreview/EndPlayInEditor → D:/my3D/final2/Saved/Cooked/Android_ASTC/Engine/Content/EditorSounds/GamePreview/EndPlayInEditor.uasset
LogSavePackage: Save=0.595752ms
LogSavePackage: Async saving from memory to ‘D:/my3D/final2/Saved/Cooked/Android_ASTC/Engine/Content/EditorSounds/GamePreview/EndPlayInEditor.uasset’
LogCook:Display: Cooking /Engine/EditorSounds/GamePreview/EndPlayInEditor_Cue → D:/my3D/final2/Saved/Cooked/Android_ASTC/Engine/Content/EditorSounds/GamePreview/EndPlayInEditor_Cue.uasset
LogSavePackage: Save=0.698428ms
LogSavePackage: Async saving from memory to ‘D:/my3D/final2/Saved/Cooked/Android_ASTC/Engine/Content/EditorSounds/GamePreview/EndPlayInEditor_Cue.uasset’
LogChunkManifestGenerator:Display: Saving asset registry.
LogChunkManifestGenerator:Display: Generated asset registry num assets 226, size is 98.37kb
LogChunkManifestGenerator:Display: Done saving asset registry.
LogCook:Display: Cook by the book total time in tick 0.053779s total time 0.878275
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1e38_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_16cc_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000043
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1548_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_16cc_0///####STATCAT_Advanced####
LogPlayLevel: Running AutomationTool…
LogPlayLevel: Program.Main: Running on WindowsHostPlatform
LogPlayLevel: Program.Main: CWD=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=D:/my3D/final2/final2.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -rocket -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Android_ASTC -targetplatform=Android -cookflavor=ASTC -map=/Game/map/NewMap -skipcook -iterativecooking -iterativedeploy -stage -deploy -cmdline=/Game/map/NewMap -Messaging -device=Android_ASTC@da945660 -addcmdline=-SessionId=F1B8F73F4EF43CAE84125E8D0992867B -SessionOwner=Maham -SessionName=‘Play On Device’ -run -nokill -NoCompile
LogPlayLevel: Automation.Process: IsBuildMachine=False
LogPlayLevel: Automation.Process: ShouldKillProcesses=False
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs)
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\FinalCopy_NonUFSFiles.txt
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\FinalCopy_UFSFiles.txt
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\Manifest_NonUFSFiles.txt
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\Manifest_UFSFiles.txt
LogPlayLevel: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.8\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.8
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
LogPlayLevel: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
LogPlayLevel: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: SetFrameworkVars failed. Assuming no compilation capability.
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=
LogPlayLevel: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=
LogPlayLevel: CommandEnvironment.LogSettings: Command Environment settings:
LogPlayLevel: CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
LogPlayLevel: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved
LogPlayLevel: CommandEnvironment.LogSettings: HasCapabilityToCompile=False
LogPlayLevel: CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.8
LogPlayLevel: CommandEnvironment.LogSettings: LogFolder=C:/Program Files/Epic Games/4.8/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
LogPlayLevel: CommandEnvironment.LogSettings: MsBuildExe=
LogPlayLevel: CommandEnvironment.LogSettings: MsDevExe=
LogPlayLevel: CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
LogPlayLevel: CommandEnvironment.LogSettings: TimestampAsString=2015-08-31_13.01.23
LogPlayLevel: CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationTool.exe
LogPlayLevel: ProjectUtils.CleanupFolders: Cleaning up project rules folder
LogPlayLevel: Automation.Process: Compiling scripts.
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 8 script DLL(s).
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform DesktopPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Desktop\Desktop.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform HTML5Platform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\HTML5\HTML5.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
LogPlayLevel: Platform.CreatePlatformsFromAssembly: Creating platform MacPlatform from C:\Program Files\Epic Games\4.8\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll.
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
LogPlayLevel: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
LogPlayLevel: CommandUtils.InitP4Support: Initializing AllowSubmit.
LogPlayLevel: CommandUtils.InitP4Support: AllowSubmit=False
LogPlayLevel: CommandUtils.InitP4Support: Initializing P4Enabled.
LogPlayLevel: CommandUtils.InitP4Support: P4Enabled=False
LogPlayLevel: CommandUtils.InitP4Support: P4CLRequired=False
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for D:\my3D\final2\final2.uproject
LogPlayLevel: ProjectUtils.DetectProjectProperties: Loading ini files for D:\my3D\final2\final2.uproject
LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
LogPlayLevel: ProjectParams.ValidateAndLog: Archive=False
LogPlayLevel: ProjectParams.ValidateAndLog: ArchiveMetaData=False
LogPlayLevel: ProjectParams.ValidateAndLog: BaseArchiveDirectory=D:\my3D\final2\ArchivedBuilds
LogPlayLevel: ProjectParams.ValidateAndLog: BaseStageDirectory=D:\my3D\final2\Saved\StagedBuilds
LogPlayLevel: ProjectParams.ValidateAndLog: Build=False
LogPlayLevel: ProjectParams.ValidateAndLog: Cook=True
LogPlayLevel: ProjectParams.ValidateAndLog: Clean=
LogPlayLevel: ProjectParams.ValidateAndLog: Client=False
LogPlayLevel: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
LogPlayLevel: ProjectParams.ValidateAndLog: ClientCookedTargets=UE4Game
LogPlayLevel: ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
LogPlayLevel: ProjectParams.ValidateAndLog: Compressed=False
LogPlayLevel: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookFlavor=ASTC
LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFly=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
LogPlayLevel: ProjectParams.ValidateAndLog: UnversionedCookedContent=False
LogPlayLevel: ProjectParams.ValidateAndLog: GeneratePatch=False
LogPlayLevel: ProjectParams.ValidateAndLog: CreateReleaseVersion=
LogPlayLevel: ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
LogPlayLevel: ProjectParams.ValidateAndLog: DLCName=
LogPlayLevel: ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalCookerOptions=
LogPlayLevel: ProjectParams.ValidateAndLog: DedicatedServer=False
LogPlayLevel: ProjectParams.ValidateAndLog: DirectoriesToCook=
LogPlayLevel: ProjectParams.ValidateAndLog: CulturesToCook=
LogPlayLevel: ProjectParams.ValidateAndLog: EditorTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: Foreign=False
LogPlayLevel: ProjectParams.ValidateAndLog: IsCodeBasedProject=False
LogPlayLevel: ProjectParams.ValidateAndLog: IsProgramTarget=False
LogPlayLevel: ProjectParams.ValidateAndLog: IterativeCooking=True
LogPlayLevel: ProjectParams.ValidateAndLog: CookAll=False
LogPlayLevel: ProjectParams.ValidateAndLog: CookMapsOnly=False
LogPlayLevel: ProjectParams.ValidateAndLog: Deploy=True
LogPlayLevel: ProjectParams.ValidateAndLog: IterativeDeploy=True
LogPlayLevel: ProjectParams.ValidateAndLog: LogWindow=False
LogPlayLevel: ProjectParams.ValidateAndLog: Manifests=False
LogPlayLevel: ProjectParams.ValidateAndLog: MapToRun=/Game/map/NewMap
LogPlayLevel: ProjectParams.ValidateAndLog: NoClient=False
LogPlayLevel: ProjectParams.ValidateAndLog: NumClients=0
LogPlayLevel: ProjectParams.ValidateAndLog: NoDebugInfo=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoCleanStage=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoXGE=False
LogPlayLevel: ProjectParams.ValidateAndLog: MapsToCook=/Game/map/NewMap
LogPlayLevel: ProjectParams.ValidateAndLog: Pak=False
LogPlayLevel: ProjectParams.ValidateAndLog: Package=False
LogPlayLevel: ProjectParams.ValidateAndLog: NullRHI=False
LogPlayLevel: ProjectParams.ValidateAndLog: FakeClient=False
LogPlayLevel: ProjectParams.ValidateAndLog: EditorTest=False
LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTests=False
LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTest=
LogPlayLevel: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
LogPlayLevel: ProjectParams.ValidateAndLog: CrashIndex=0
LogPlayLevel: ProjectParams.ValidateAndLog: ProgramTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Program Files\Epic Games\4.8\Engine\Binaries\Android
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Program Files\Epic Games\4.8\Engine\Binaries\Android
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Program Files\Epic Games\4.8\Engine\Binaries\Android\UE4Game
LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Program Files\Epic Games\4.8\Engine\Binaries\Android\UE4Game
LogPlayLevel: ProjectParams.ValidateAndLog: Distribution=False
LogPlayLevel: ProjectParams.ValidateAndLog: Prebuilt=False
LogPlayLevel: ProjectParams.ValidateAndLog: Prereqs=False
LogPlayLevel: ProjectParams.ValidateAndLog: NoBootstrapExe=False
LogPlayLevel: ProjectParams.ValidateAndLog: RawProjectPath=D:\my3D\final2\final2.uproject
LogPlayLevel: ProjectParams.ValidateAndLog: Rocket=True
LogPlayLevel: ProjectParams.ValidateAndLog: Run=True
LogPlayLevel: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
LogPlayLevel: ProjectParams.ValidateAndLog: ServerCookedTargets=
LogPlayLevel: ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
LogPlayLevel: ProjectParams.ValidateAndLog: ShortProjectName=final2
LogPlayLevel: ProjectParams.ValidateAndLog: SignedPak=False
LogPlayLevel: ProjectParams.ValidateAndLog: SignPak=
LogPlayLevel: ProjectParams.ValidateAndLog: SkipCook=True
LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipPak=False
LogPlayLevel: ProjectParams.ValidateAndLog: SkipStage=False
LogPlayLevel: ProjectParams.ValidateAndLog: Stage=True
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSteam=False
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesCEF3=False
LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSlate=True
LogPlayLevel: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
LogPlayLevel: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists D:\my3D\final2\final2.uproject=True
LogPlayLevel: InternalUtils.SafeCreateDirectory: SafeCreateDirectory D:\my3D\final2\Saved\StagedBuilds\Android_ASTC
LogPlayLevel: Project.LogDeploymentContext: Deployment Context **************
LogPlayLevel: Project.LogDeploymentContext: ArchiveDirectory = Android_ASTC
LogPlayLevel: Project.LogDeploymentContext: RawProjectPath = D:\my3D\final2\final2.uproject
LogPlayLevel: Project.LogDeploymentContext: IsCodeBasedUprojectFile = False
LogPlayLevel: Project.LogDeploymentContext: DedicatedServer = False
LogPlayLevel: Project.LogDeploymentContext: Stage = True
LogPlayLevel: Project.LogDeploymentContext: StageTargetPlatform = Android
LogPlayLevel: Project.LogDeploymentContext: LocalRoot = C:\Program Files\Epic Games\4.8
LogPlayLevel: Project.LogDeploymentContext: ProjectRoot = D:\my3D\final2
LogPlayLevel: Project.LogDeploymentContext: PlatformDir = Android
LogPlayLevel: Project.LogDeploymentContext: StageProjectRoot = D:\my3D\final2\Saved\StagedBuilds\Android_ASTC\final2
LogPlayLevel: Project.LogDeploymentContext: ShortProjectName = final2
LogPlayLevel: Project.LogDeploymentContext: StageDirectory = D:\my3D\final2\Saved\StagedBuilds\Android_ASTC
LogPlayLevel: Project.LogDeploymentContext: SourceRelativeProjectRoot = final2
LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForStage = final2
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LogPlayLevel: InternalUtils.SafeFindFiles: SafeFindFiles C:\Program Files\Epic Games\4.8\Engine\Build build.properties False
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LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.523362
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LogPlayLevel: CommandUtils.CopyFileIncremental: CopyFileIncremental Skipping D:\my3D\final2\Saved\StagedBuilds\Android_A (post truncated)