@PONO You’re partly correct. In this case the challenge is more around the fact that our configuration needs to be suitable for use on shared classroom computers, so for us default paths need to be changed away from the normal user profile locations. We also wanted to avoid using Oracle Java due to their punitive licensing arrangements, so in my case I chose the Microsoft OpenJDK (as we’re mainly a Windows organisation, so I figure the Microsoft one will have best compatibility with our environment).
Regardless of this I wouldn’t have got this far without @antinnit ‘s helpful guide, so I’m grateful for that. Now I just need to improve our setup process so we can mass deploy to a classroom of computers.
Hello, I followed the steps and now I am trying to make a build: “**Build Quest APK”
**
However, when I click Platforms → Android → Package Project, it tells me:
”The SDK for Android is not installed properly, which is needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK.”
In Project Settings, I have correctly setup paths to SDK, NDK, Java, and set the SDK and NDK api level.
I’m not familiar with your full environment, but this method worked for me using Microsoft OpenJDK. I also structured it around environment variable paths to make it easier to reproduce consistently across a lab setup.
@antinnit yes this is exactly what I did (except in a command line manner so I can do mass deployment).
Another wrinkle: putting the Meta plugins into the project folder is not just recommended, it is required - turns out the package fails to build otherwise.
Cool, glad you’re up and running. I put the plugins in the project folder mainly for version control and to keep track of which plugin belongs to which project.
I keep on getting this error. I was able to fix this in the past by upgrading unreal engine but I am using 5.6.
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ‘:app:compileDebugAidl’.
UATHelper: Packaging (Android (ASTC)): > Unable to delete directory ‘Z:\app\build\generated\aidl_source_output_dir\debug\out’
UATHelper: Packaging (Android (ASTC)): Failed to delete some children. This might happen because a process has files open or has its working directory set in the target directory.
UATHelper: Packaging (Android (ASTC)): - Z:\app\build\generated\aidl_source_output_dir\debug\out\com\android\vending\licensing
UATHelper: Packaging (Android (ASTC)): - Z:\app\build\generated\aidl_source_output_dir\debug\out\com\android\vending
UATHelper: Packaging (Android (ASTC)): - Z:\app\build\generated\aidl_source_output_dir\debug\out\com\android
UATHelper: Packaging (Android (ASTC)): - Z:\app\build\generated\aidl_source_output_dir\debug\out\com
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): > Run with --stacktrace option to get the stack trace.
UATHelper: Packaging (Android (ASTC)): > Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): > Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): > Get more help at https://help.gradle.org.
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 15s
UATHelper: Packaging (Android (ASTC)): 1 actionable task: 1 executed
UATHelper: Packaging (Android (ASTC)): cmd.exe failed with args /c “C:\Users\nicku\OneDrive\Projects\Unreal Projects\VRmultiplayer\Intermediate\Android\arm64\gradle\rungradle.bat” :app:assembleDebug
UATHelper: Packaging (Android (ASTC)): (see C:\Users\nicku\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.6\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 0m 59s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
LogStreaming: Display: FlushAsyncLoading(367): 1 QueuedPackages, 0 AsyncPackages
PackagingResults: Error: Unknown Error
1. Check your NDK path — don’t just point it to the main ndk folder. You need to go one folder deeper to the actual version number, like ...\Sdk\ndk\25.1.8937393. That was my main mistake.
2. Make sure you’re using the right JDK — if you’re on UE 5.3 or newer, you need OpenJDK 17 from inside your Android Studio folder (the one that ends in \jbr), not a separate Java install.
3. Run the SetupAndroid script — close Unreal, go to Engine\Extras\Android inside your Unreal install folder, and double-click SetupAndroid.bat. Let it do its thing, accept the licenses, then restart your PC.
4. After rebooting, clear your SDK/NDK/JDK paths in Project Settings, close the window, then open it again and let Unreal auto-detect. If it doesn’t, put the corrected paths back in manually.
5. Finally, delete your project’s Binaries, Intermediate, and Saved folders, then reopen and try the build again. Good luck!
You can use a OpenJDK as a separate install/download from Oracle or Microsoft (you don’t need to use the Android Studio shipped version). OpenJDK version 21.0.3 is currently working and recommended. Also the NDK version should be locked into 26.1.10909125 for Quest fun.