This question has been asked and answered before, but in each case the user was using source from github. I’m not. I’m using a blueprint project running 4.6.1, freshly downloaded from the launcher. Fresh install of tadp files too. I’ve packaged this game for android before, no problem. I installed it on my s4 no problem, although the game didn’t run because i didn’t set up lighting properly. Now I’m better learned in the engine and wanted to take a crack at it, and now I can’t export.
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.MakeApk:
MainFrameActions: Packaging (Android (ETC1)): ====2/14/2015 11:15:48 PM====PREPARING TO MAKE APK=================================================================
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.WriteJavaBuildSettingsFile:
MainFrameActions: Packaging (Android (ETC1)): ====2/14/2015 11:15:48 PM====WRITING JAVABUILDSETTINGS.JAVA========================================================
MainFrameActions: Packaging (Android (ETC1)): Building Java with SDK API ‘android-19’
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.MakeApk: Previous .apk file(s) were made with different build settings, forcing repackage.
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.MakeApk: Performing complete package - wiping C:\Users\Zach\Documents\Unreal Projects\CubeNinjaBeta\Intermediate/Android/APK, except for predexedLibs
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.UpdateProjectProperties:
MainFrameActions: Packaging (Android (ETC1)): ====2/14/2015 11:16:01 PM====UPDATING BUILD CONFIGURATION FILES====================================================
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.RunCommandLineProgramAndThrowOnError: Updating project.properties, local.properties, and build.xml…
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.MakeApk:
MainFrameActions: Packaging (Android (ETC1)): ====2/14/2015 11:16:04 PM====PREPARING NATIVE CODE=================================================================
MainFrameActions: Packaging (Android (ETC1)): UEDeployAndroid.MakeApk:
MainFrameActions: Packaging (Android (ETC1)): ====2/14/2015 11:16:06 PM====PREPARING NATIVE CODE=================================================================
MainFrameActions: Packaging (Android (ETC1)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: Can’t make an APK without the compiled .so [C:\Program Files\Unreal Engine\4.6\Engine\Binaries\Android\UE4Game-x86-es2.so]
MainFrameActions: Packaging (Android (ETC1)): Stacktrace: at UnrealBuildTool.Android.UEDeployAndroid.MakeApk(String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage)
MainFrameActions: Packaging (Android (ETC1)): at UnrealBuildTool.Android.UEDeployAndroid.PrepForUATPackageOrDeploy(St
MainFrameActions: Packaging (Android (ETC1)): ring ProjectName, String ProjectDirectory, String ExecutablePath, String EngineDirectory, Boolean bForDistribution, String CookFlavor)
MainFrameActions: Packaging (Android (ETC1)): at AndroidPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL)
MainFrameActions: Packaging (Android (ETC1)): at Project.Package(ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (ETC1)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC1)): at BuildCommand.Execute()
MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands)
MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Android (ETC1)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (ETC1)): Program.Main: ERROR: ERROR: Can’t make an APK without the compiled .so [C:\Program Files\Unreal Engine\4.6\Engine\Binaries\Android\UE4Game-x86-es2.so]
MainFrameActions: Packaging (Android (ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC1)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Android (ETC1)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC1)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC1)): copying UAT log files…
MainFrameActions: Packaging (Android (ETC1)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ETC1)): BUILD FAILED