I’m building an running the UE4 editor from source (4.5).
And I need to run from source since I’ve modified the Android library for some OUYA-SDK.jar hooks and native hooks.
I’m just wondering if there’s a standard process for generating ‘UE4Game-armv7-es2.so’ to work with Blueprint projects?
I can generate this file with my C++ projects. And I can extract this file from the APK and put the library in the expected location. This doesn’t seem to be the right thing, because the APK native library is stamped with the package name used by that build.
I can also copy the release build files ‘C:\Program Files\Unreal\Epic Games\4.5\Engine\Binaries\Android’ to the source build ‘C:\unreal\UnrealEngine\Engine\Binaries\Android’, but I’d loose my native customizations.
Here’s the error that I get from building the Tappy Chicken project from my source build of the Unreal editor.
Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (DXT)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: Can't make an APK without the compiled .so [C:\unreal\UnrealEngine\Engine\Binaries\Android\UE4Game-armv7-es2.so]
I’m just wondering if there’s a script that the normal process uses?
I’m thinking UE4 needs to be compiled with the ‘Android’ build target?
I get an error building UE4 from source using “Development Editor” and “Android”.
18>EXEC : error : UE4Editor does not support the Android platform.
18>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.targets(38,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Android Development" exited with code -1.
Okay that makes sense because the UE4 editor doesn’t actually run on Android.
I’ll try building “Development Client” and “Android”.