Deploying for Android causes error

Hi, i am trying to deploy for android (no matter what texture format i use), but i get an error message on output.

LogAssetRegistry: Asset discovery search completed in 7.0600 seconds
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000001 seconds (updated 0 objects)
LogContentStreaming: Texture pool size now 1000 MB
LogRenderer: Reallocating scene render targets to support 1168x532 Format 10 NumSamples 2 (Frame:2).
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 49
LogShaderCompilers: Display: Started 10 'Local' shader compile jobs with 'Low' priority
LogSlate: Took 0.000151 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 39
LogShaderCompilers: Display: Started 10 'Local' shader compile jobs with 'Low' priority
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 29
LogShaderCompilers: Display: Started 10 'Local' shader compile jobs with 'Low' priority
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Levels/lvlCasa" FILE="../../../../../Proyectos/UnrealEngine/P7/Content/Levels/lvlCasa.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
LogUObjectHash: Compacting FUObjectHashTables data took   0.81ms
LogSavePackage: Moving '../../../../../Proyectos/UnrealEngine/P7/Saved/lvlCasa35CBB6A54739B6964CE2899A6F396E3D.tmp' to '../../../../../Proyectos/UnrealEngine/P7/Content/Levels/lvlCasa.umap'
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Levels/lvlCasa_BuiltData" FILE="../../../../../Proyectos/UnrealEngine/P7/Content/Levels/lvlCasa_BuiltData.uasset" SILENT=true
LogSavePackage: Moving '../../../../../Proyectos/UnrealEngine/P7/Saved/lvlCasa_BuiltData289AC4A1496072B901147D9EC5CF19F0.tmp' to '../../../../../Proyectos/UnrealEngine/P7/Content/Levels/lvlCasa_BuiltData.uasset'
AssetCheck: New page: Asset Save: multiple assets
LogContentValidation: Display: Validating MapBuildDataRegistry /Game/Levels/lvlCasa_BuiltData.lvlCasa_BuiltData
LogContentValidation: Display: Validating World /Game/Levels/lvlCasa.lvlCasa
LogUObjectHash: Compacting FUObjectHashTables data took   0.32ms
LogUObjectHash: Compacting FUObjectHashTables data took   0.32ms
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 19
LogShaderCompilers: Display: Started 7 'Local' shader compile jobs with 'Low' priority
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 12
LogShaderCompilers: Display: Started 5 'Local' shader compile jobs with 'Low' priority
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 7
LogShaderCompilers: Display: Started 3 'Local' shader compile jobs with 'Low' priority
LogUObjectHash: Compacting FUObjectHashTables data took   0.32ms
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 4
LogShaderCompilers: Display: Started 2 'Local' shader compile jobs with 'Low' priority
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2
LogShaderCompilers: Display: Started 1 'Local' shader compile jobs with 'Low' priority
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 1
LogShaderCompilers: Display: Started 1 'Local' shader compile jobs with 'Low' priority
UATHelper: Packaging (Android (ETC2)): Running AutomationTool...
LogSlate: Took 0.000303 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Packaging (Android (ETC2)): Parsing command line: -ScriptsForProject=C:/Entorno/Proyectos/UnrealEngine/P7/P7.uproject BuildCookRun -nocompileeditor -nop4 -project=C:/Entorno/Proyectos/UnrealEngine/P7/P7.uproject -cook -stage -archive -archivedirectory=C:/Users/scmpa7/Desktop -package -ue4exe=C:\Entorno\Frameworks\UE427\Engine\Binaries\Win64\UE4Edi
tor-Cmd.exe -compressed -ddc=DerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ETC2 -build -target=P7 -clientconfig=Development -utf8output -compile
UATHelper: Packaging (Android (ETC2)): Dependencies are out of date. Compiling scripts....
UATHelper: Packaging (Android (ETC2)):   FastJSON\Getters.cs(5,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):   FastJSON\Getters.cs(16,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):   FastJSON\JSON.cs(13,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):   FastJSON\JSON.cs(903,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):   Perforce\PerforceError.cs(11,26): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):   Perforce\PerforceError.cs(47,26): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):   CSC : error CS1617: Opci�n '6' no v�lida para /langversion; debe ser ISO-1, ISO-2, 3, 4, 5 o Default. [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
UATHelper: Packaging (Android (ETC2)): Took 7,1308558s to run MSBuild.exe, ExitCode=1
UATHelper: Packaging (Android (ETC2)): ERROR: Failed to build "C:/Entorno/Frameworks/UE427/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
UATHelper: Packaging (Android (ETC2)):        FastJSON\Getters.cs(5,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):        FastJSON\Getters.cs(16,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):        FastJSON\JSON.cs(13,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):        FastJSON\JSON.cs(903,25): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):        Perforce\PerforceError.cs(11,26): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):        Perforce\PerforceError.cs(47,26): warning CS1692: N�mero no v�lido [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj]
UATHelper: Packaging (Android (ETC2)):        CSC : error CS1617: Opci�n '6' no v�lida para /langversion; debe ser ISO-1, ISO-2, 3, 4, 5 o Default. [C:\Entorno\Frameworks\UE427\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
UATHelper: Packaging (Android (ETC2)):        
UATHelper: Packaging (Android (ETC2)):        (see C:\Entorno\Frameworks\UE427\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
PackagingResults: Error: Failed to build "C:/Entorno/Frameworks/UE427/Engine/Programs/AutomationTool/Saved\UATTempProj.proj":
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
LogAudioDerivedData: Display: Building compressed audio format OGG hash OGG10000-1-1-1-1-1 wave CompileFailed...
LogAudioDerivedData: Display: Compression Quality for SoundWave /Engine/EditorSounds/Notifications/CompileFailed.CompileFailed will be modified from 40 to 40.
LogAudioDerivedData: Display: Updated SoundWave->RawPCMDataSize from 0 to 89512 while cooking SoundWave /Engine/EditorSounds/Notifications/CompileFailed.CompileFailed.
PackagingResults: Error: Unknown Error

Hello
do you using any JSON plugin? If you aren’t need it you can disable it.
It’s look like json seems to give a national language code error

:
…\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj
UATHelper: Packaging (Android (ETC2)): CSC : error CS1617: Opci�n ‘6’ no v�lida para /langversion; debe ser ISO-1, ISO-2, 3, 4, 5 o Default.

could you go this file and check for line for langversion and can you make it as “Default” without commas?
I wish it solves your problem

1 Like

Thank you!.. i’m going check.

This is the content of the file DotNetUtilities.csproj:

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
    <Configuration Condition=" '$(Configuration)' == '' ">Development</Configuration>
    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
    <ProjectGuid>{5D7D66E8-8C76-4AF9-B3EC-2EF03421D730}</ProjectGuid>
    <OutputType>Library</OutputType>
    <AppDesignerFolder>Properties</AppDesignerFolder>
    <RootNamespace>Tools.DotNETCommon</RootNamespace>
    <AssemblyName>DotNETUtilities</AssemblyName>
    <TargetFrameworkVersion>v4.6.2</TargetFrameworkVersion>
    <FileAlignment>512</FileAlignment>
    <TargetFrameworkProfile />
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
    <DebugSymbols>true</DebugSymbols>
    <DebugType>full</DebugType>
    <Optimize>false</Optimize>
    <OutputPath>..\..\..\..\Binaries\DotNET\</OutputPath>
    <DefineConstants>DEBUG;TRACE</DefineConstants>
    <ErrorReport>prompt</ErrorReport>
    <WarningLevel>4</WarningLevel>
    <DocumentationFile>
    </DocumentationFile>
  </PropertyGroup>
  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Development|AnyCPU'">
    <OutputPath>..\..\..\..\Binaries\DotNET\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <DocumentationFile>
    </DocumentationFile>
    <Optimize>true</Optimize>
    <DebugType>pdbonly</DebugType>
    <PlatformTarget>AnyCPU</PlatformTarget>
    <ErrorReport>prompt</ErrorReport>
  </PropertyGroup>
  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
    <OutputPath>..\..\..\..\Binaries\DotNET\</OutputPath>
    <DefineConstants>TRACE</DefineConstants>
    <Optimize>true</Optimize>
    <DebugType>pdbonly</DebugType>
    <PlatformTarget>AnyCPU</PlatformTarget>
    <ErrorReport>prompt</ErrorReport>
  </PropertyGroup>
  <ItemGroup>
    <Reference Include="System" />
    <Reference Include="System.Core" />
    <Reference Include="System.Xml.Linq" />
    <Reference Include="System.Data.DataSetExtensions" />
    <Reference Include="Microsoft.CSharp" />
    <Reference Include="System.Data" />
    <Reference Include="System.Xml" />
  </ItemGroup>
  <ItemGroup>
    <Compile Include="..\MetaData.cs">
      <Link>Properties\MetaData.cs</Link>
    </Compile>
    <Compile Include="ArrayUtils.cs" />
    <Compile Include="AssemblyUtils.cs" />
    <Compile Include="BinaryFormatterUtils.cs" />
    <Compile Include="BinaryReaderExtensions.cs" />
    <Compile Include="BinaryArchiveReader.cs" />
    <Compile Include="BinaryArchiveWriter.cs" />
    <Compile Include="BinaryWriterExtensions.cs" />
    <Compile Include="CommandLineArguments.cs" />
    <Compile Include="CommandLineAttribute.cs" />
    <Compile Include="CsProjectInfo.cs" />
    <Compile Include="ContentHash.cs" />
    <Compile Include="DirectoryReference.cs" />
    <Compile Include="DirectoryUtils.cs" />
    <Compile Include="ExceptionUtils.cs" />
    <Compile Include="FastJSON\Formatter.cs" />
    <Compile Include="FastJSON\Getters.cs" />
    <Compile Include="FastJSON\JSON.cs" />
    <Compile Include="FastJSON\JsonParser.cs" />
    <Compile Include="FastJSON\JsonSerializer.cs" />
    <Compile Include="FastJSON\Reflection.cs" />
    <Compile Include="FastJSON\SafeDictionary.cs" />
    <Compile Include="FatalErrorException.cs" />
    <Compile Include="FileFilter.cs" />
    <Compile Include="FileFilterNode.cs" />
    <Compile Include="FilePattern.cs" />
    <Compile Include="FileReference.cs" />
    <Compile Include="FileSystemReference.cs" />
    <Compile Include="FileUtils.cs" />
    <Compile Include="HelpUtils.cs" />
    <Compile Include="Json.cs" />
    <Compile Include="JsonObject.cs" />
    <Compile Include="JsonWriter.cs" />
    <Compile Include="Log.cs" />
    <Compile Include="LogIndentScope.cs" />
    <Compile Include="LogStatusScope.cs" />
    <Compile Include="ManagedProcess.cs" />
    <Compile Include="Perforce\PerforceAttributes.cs" />
    <Compile Include="Perforce\PerforceChildProcess.cs" />
    <Compile Include="Perforce\PerforceConnection.cs" />
    <Compile Include="Perforce\PerforceError.cs" />
    <Compile Include="Perforce\PerforceException.cs" />
    <Compile Include="Perforce\PerforceInfo.cs" />
    <Compile Include="Perforce\PerforceResponse.cs" />
    <Compile Include="Perforce\PerforceResponseList.cs" />
    <Compile Include="Perforce\PerforceUtils.cs" />
    <Compile Include="Perforce\Records\AddOptions.cs" />
    <Compile Include="Perforce\Records\AddRecord.cs" />
    <Compile Include="Perforce\Records\ChangeRecord.cs" />
    <Compile Include="Perforce\Records\ChangesOptions.cs" />
    <Compile Include="Perforce\Records\ChangesRecord.cs" />
    <Compile Include="Perforce\Records\ChangeStatus.cs" />
    <Compile Include="Perforce\Records\ChangeType.cs" />
    <Compile Include="Perforce\Records\ClientLineEndings.cs" />
    <Compile Include="Perforce\Records\ClientOptions.cs" />
    <Compile Include="Perforce\Records\ClientRecord.cs" />
    <Compile Include="Perforce\Records\ClientsOptions.cs" />
    <Compile Include="Perforce\Records\ClientsRecord.cs" />
    <Compile Include="Perforce\Records\ClientSubmitOptions.cs" />
    <Compile Include="Perforce\Records\DeleteChangeOptions.cs" />
    <Compile Include="Perforce\Records\DeleteClientOptions.cs" />
    <Compile Include="Perforce\Records\DeleteOptions.cs" />
    <Compile Include="Perforce\Records\DeleteRecord.cs" />
    <Compile Include="Perforce\Records\DescribeFileRecord.cs" />
    <Compile Include="Perforce\Records\DescribeOptions.cs" />
    <Compile Include="Perforce\Records\DescribeRecord.cs" />
    <Compile Include="Perforce\Records\EditOptions.cs" />
    <Compile Include="Perforce\Records\EditRecord.cs" />
    <Compile Include="Perforce\Records\FileAction.cs" />
    <Compile Include="Perforce\Records\FileLogOptions.cs" />
    <Compile Include="Perforce\Records\FileLogRecord.cs" />
    <Compile Include="Perforce\Records\FStatOptions.cs" />
    <Compile Include="Perforce\Records\FStatRecord.cs" />
    <Compile Include="Perforce\Records\GetChangeOptions.cs" />
    <Compile Include="Perforce\Records\InfoOptions.cs" />
    <Compile Include="Perforce\Records\InfoRecord.cs" />
    <Compile Include="Perforce\Records\IntegrationAction.cs" />
    <Compile Include="Perforce\Records\IntegrationRecord.cs" />
    <Compile Include="Perforce\Records\OpenedOptions.cs" />
    <Compile Include="Perforce\Records\PrintRecord.cs" />
    <Compile Include="Perforce\Records\ReconcileOptions.cs" />
    <Compile Include="Perforce\Records\ReconcileRecord.cs" />
    <Compile Include="Perforce\Records\ResolveOptions.cs" />
    <Compile Include="Perforce\Records\ResolveRecord.cs" />
    <Compile Include="Perforce\Records\RevertOptions.cs" />
    <Compile Include="Perforce\Records\RevertRecord.cs" />
    <Compile Include="Perforce\Records\RevisionRecord.cs" />
    <Compile Include="Perforce\Records\ShelveOptions.cs" />
    <Compile Include="Perforce\Records\ShelveRecord.cs" />
    <Compile Include="Perforce\Records\StreamOptions.cs" />
    <Compile Include="Perforce\Records\StreamRecord.cs" />
    <Compile Include="Perforce\Records\StreamType.cs" />
    <Compile Include="Perforce\Records\SubmitOptions.cs" />
    <Compile Include="Perforce\Records\SubmitRecord.cs" />
    <Compile Include="Perforce\Records\SwitchClientOptions.cs" />
    <Compile Include="Perforce\Records\SyncOptions.cs" />
    <Compile Include="Perforce\Records\SyncRecord.cs" />
    <Compile Include="Perforce\Records\SyncSummaryRecord.cs" />
    <Compile Include="Perforce\Records\UnshelveOptions.cs" />
    <Compile Include="Perforce\Records\UnshelveRecord.cs" />
    <Compile Include="Perforce\Records\UpdateChangeOptions.cs" />
    <Compile Include="Perforce\Records\UserRecord.cs" />
    <Compile Include="Perforce\Records\WhereRecord.cs" />
    <Compile Include="ProcessUtils.cs" />
    <Compile Include="Properties\AssemblyInfo.cs" />
    <Compile Include="ReadOnlyHashSet.cs" />
    <Compile Include="ResXResource\UEResXReader.cs" />
    <Compile Include="ResXResource\UEResXWriter.cs" />
    <Compile Include="StringUtils.cs" />
    <Compile Include="ThreadPoolWorkQueue.cs" />
    <Compile Include="HashCollection.cs" />
    <Compile Include="TraceSpan.cs" />
    <Compile Include="Win32ExceptionWithCode.cs" />
  </ItemGroup>
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
       Other similar extension points exist, see Microsoft.Common.targets.
  <Target Name="BeforeBuild">
  </Target>
  <Target Name="AfterBuild">
  </Target>
  -->
</Project>

But could not find any line related to lang …

Have you installed these? And if you installed these can you try to repair ?

1- .Net Framework 4.6 Multi Targeting Pack
2- VC++ 2015 Redisturable

1 Like

I don’t speak spanish
but
I think you need to have dotnet 3.1
not the latest dotnet
but 3.1 runtime/redistributeable
the uat can’t do its thing because it needs some dotnet headers or something

1 Like

Thanks both for answering, i figured out what was happening, i needed to clean and compile Automation Tool again from VS and everything went ok!

Thanks again.

1 Like

update the output:

UATHelper: Packaging (Android (ETC2)): > Task :permission_library:compileDebugJavaWithJavac UP-TO-DATE
UATHelper: Packaging (Android (ETC2)): > Task :permission_library:bundleLibCompileToJarDebug UP-TO-DATE
UATHelper: Packaging (Android (ETC2)): > Task :app:compileDebugJavaWithJavac
UATHelper: Packaging (Android (ETC2)): The following annotation processors are not incremental: lifecycle-compiler-2.0.0.jar (androidx.lifecycle:lifecycle-compiler:2.0.0).
UATHelper: Packaging (Android (ETC2)): Make sure all annotation processors are incremental to improve your build speed.
UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:3207: error: cannot find symbol
UATHelper: Packaging (Android (ETC2)):             powerManager.addThermalStatusListener(getMainExecutor(), new PowerManager.OnThermalStatusChangedListener() {
UATHelper: Packaging (Android (ETC2)):                                                                                      ^
UATHelper: Packaging (Android (ETC2)):   symbol:   class OnThermalStatusChangedListener
UATHelper: Packaging (Android (ETC2)):   location: class PowerManager
UATHelper: Packaging (Android (ETC2)): Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ETC2)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ETC2)): 1 error
UATHelper: Packaging (Android (ETC2)): > Task :app:compileDebugJavaWithJavac FAILED
UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Execution failed for task ':app:compileDebugJavaWithJavac'.
UATHelper: Packaging (Android (ETC2)): > Compilation failed; see the compiler error output for details.
UATHelper: Packaging (Android (ETC2)): * Try:
UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ETC2)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ETC2)): BUILD FAILED in 15s
UATHelper: Packaging (Android (ETC2)): 32 actionable tasks: 1 executed, 31 up-to-date
UATHelper: Packaging (Android (ETC2)): ERROR: cmd.exe failed with args /c "C:\Entorno\Proyectos\UnrealEngine\P7\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (ETC2)):        (see C:\Entorno\Frameworks\UE427\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error

i guess this error is not related to Unreal but JDK may be ?

it usually means the jre or jdk is wrong
jre 8
jdk 8
android studio 4

1 Like

Thanks, i have changed to Android 4.0, it installed jre (i´m not sure if jdk too so i need check)… now i got a bit far and received new error:

UATHelper: Packaging (Android (ETC2)): On build machine.
UATHelper: Packaging (Android (ETC2)): Fixing minSdkVersion; requires minSdkVersion of 27 for Clang's Sanitizers
UATHelper: Packaging (Android (ETC2)): ERROR: AndroidManifest.xml is invalid System.Xml.XmlException: 'android:extractNativeLibs' es un nombre de atributo duplicado. línea 13, posición 15.
UATHelper: Packaging (Android (ETC2)):           en System.Xml.XmlTextReaderImpl.Throw(Exception e)
UATHelper: Packaging (Android (ETC2)):           en System.Xml.XmlTextReaderImpl.AttributeDuplCheck()
UATHelper: Packaging (Android (ETC2)):           en System.Xml.XmlTextReaderImpl.ParseAttributes()
UATHelper: Packaging (Android (ETC2)):           en System.Xml.XmlTextReaderImpl.ParseElement()
UATHelper: Packaging (Android (ETC2)):           en System.Xml.XmlTextReaderImpl.ParseElementContent()

It says duplicated name is invalid…

sdk 29 or 30
ndk 21b/d/e
and yes, if jdk is not 8 it will fail, current is 17.

1 Like

thanks so much for your help.
i will make a clean windows install and install again with the version you gave…

Just a last question, how do you know 4.27 must to use Java 8 ?.. i checked in the Android Setup documentation but could not find about that…

Thanks again!!

Quest is android
these are the quest settings
reason for those versions is thats what a quest was built on
and unreal’s android build environment was designed on those

the sdk and ndk can be different but nothing else
if you use a newer jdk it won’y find symbols its looking for

1 Like