Can't make APK without compiled .so 4.6.1 (NOT USING SOURCE),Can't make APK without compiled .so 4.(NOT USING SOURCE)

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, CaselessDictionary1 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

this solved it

1 Like

I upgraded yesterday and now all my Android aim tool mod apk builds in 4.20 are failing; Can’t make APK without compiled .so . Same with launching the level on the GO.