Error when trying to package for Android

Hi Folks. I have been trying to convert my game to Android but have been getting multiple errors when packaging. The game packages fine for windows in 5.2 but had to convert to 5.6 to make it compatible with Android play store etc. Everything works fine in editor in 5.6 and I seem to have all the necessary SDKs, NDKs etc . I have added part of the log below and would greatly appreciate any help!

UATHelper: Packaging (Android (ASTC)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (ASTC)): LogWindows: Error:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Fatal error!
UATHelper: Packaging (Android (ASTC)): LogWindows: Error:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058
UATHelper: Packaging (Android (ASTC)): LogWindows: Error:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe0df8806f UnrealEditor-Engine.dll!UAssetImportData::GetFirstFilename() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\EditorFramework\AssetImportData.cpp:268]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe5af109e2 UnrealEditor-MeshBuilder.dll!SkeletalMeshBuilderPrivate::FContext::PerformReductions() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:397]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe5af0c109 UnrealEditor-MeshBuilder.dll!FinalizeContext() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:605]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe5aefd254 UnrealEditor-MeshBuilder.dll!FSkeletalMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:716]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe5aef25ea UnrealEditor-MeshBuilder.dll!FMeshBuilderModule::BuildSkeletalMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:83]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe0efdf27c UnrealEditor-Engine.dll!USkeletalMesh::BuildLODModel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:6200]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe0efe1909 UnrealEditor-Engine.dll!FSkeletalMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp:317]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe0efe251e UnrealEditor-Engine.dll!CachePlatform() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:1679]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe0f00a2a8 UnrealEditor-Engine.dll!GetPlatformSkeletalMeshRenderData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:1706]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe0efdae9d UnrealEditor-Engine.dll!USkeletalMesh::BeginCacheForCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:5334]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe72738a1d UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::RouteBeginCacheForCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:12614]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe726fc9a1 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::CallBeginCacheOnObjects() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4377]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe7272dcce UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PrepareSaveInternal() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4131]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe7272d4bd UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PrepareSave() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4039]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe72732214 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpRuntimeSaves() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:5031]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe72741744 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1528]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe72740ecc UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1408]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe713a9940 UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:598]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe7136a69a UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:550]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffe71386c83 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:269]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff6c9b78fa0 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3860]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff6c9b6e39c UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:143]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff6c9b6e6ba UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff6c9b7209e UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff6c9b84e44 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ff6c9b87466 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: [Callstack] 0x00007ffefee9e8d7 KERNEL32.DLL!UnknownFunction
UATHelper: Packaging (Android (ASTC)): LogWindows: Error:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!
PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058
PackagingResults: Error: [Callstack] 0x00007ffe0df8806f UnrealEditor-Engine.dll!UAssetImportData::GetFirstFilename() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\EditorFramework\AssetImportData.cpp:268]
PackagingResults: Error: [Callstack] 0x00007ffe5af109e2 UnrealEditor-MeshBuilder.dll!SkeletalMeshBuilderPrivate::FContext::PerformReductions() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:397]
PackagingResults: Error: [Callstack] 0x00007ffe5af0c109 UnrealEditor-MeshBuilder.dll!FinalizeContext() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:605]
PackagingResults: Error: [Callstack] 0x00007ffe5aefd254 UnrealEditor-MeshBuilder.dll!FSkeletalMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:716]
PackagingResults: Error: [Callstack] 0x00007ffe5aef25ea UnrealEditor-MeshBuilder.dll!FMeshBuilderModule::BuildSkeletalMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:83]
PackagingResults: Error: [Callstack] 0x00007ffe0efdf27c UnrealEditor-Engine.dll!USkeletalMesh::BuildLODModel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:6200]
PackagingResults: Error: [Callstack] 0x00007ffe0efe1909 UnrealEditor-Engine.dll!FSkeletalMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp:317]
PackagingResults: Error: [Callstack] 0x00007ffe0efe251e UnrealEditor-Engine.dll!CachePlatform() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:1679]
PackagingResults: Error: [Callstack] 0x00007ffe0f00a2a8 UnrealEditor-Engine.dll!GetPlatformSkeletalMeshRenderData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:1706]
PackagingResults: Error: [Callstack] 0x00007ffe0efdae9d UnrealEditor-Engine.dll!USkeletalMesh::BeginCacheForCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:5334]
PackagingResults: Error: [Callstack] 0x00007ffe72738a1d UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::RouteBeginCacheForCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:12614]
PackagingResults: Error: [Callstack] 0x00007ffe726fc9a1 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::CallBeginCacheOnObjects() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4377]
PackagingResults: Error: [Callstack] 0x00007ffe7272dcce UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PrepareSaveInternal() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4131]
PackagingResults: Error: [Callstack] 0x00007ffe7272d4bd UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PrepareSave() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4039]
PackagingResults: Error: [Callstack] 0x00007ffe72732214 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpRuntimeSaves() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:5031]
PackagingResults: Error: [Callstack] 0x00007ffe72741744 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1528]
PackagingResults: Error: [Callstack] 0x00007ffe72740ecc UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1408]
PackagingResults: Error: [Callstack] 0x00007ffe713a9940 UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:598]
PackagingResults: Error: [Callstack] 0x00007ffe7136a69a UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:550]
PackagingResults: Error: [Callstack] 0x00007ffe71386c83 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:269]
PackagingResults: Error: [Callstack] 0x00007ff6c9b78fa0 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3860]
PackagingResults: Error: [Callstack] 0x00007ff6c9b6e39c UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:143]
PackagingResults: Error: [Callstack] 0x00007ff6c9b6e6ba UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
PackagingResults: Error: [Callstack] 0x00007ff6c9b7209e UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
PackagingResults: Error: [Callstack] 0x00007ff6c9b84e44 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
PackagingResults: Error: [Callstack] 0x00007ff6c9b87466 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
PackagingResults: Error: [Callstack] 0x00007ffefee9e8d7 KERNEL32.DLL!UnknownFunction
PackagingResults: Error: end: stack for UAT

Hello there @Bigfoist !

Thanks for sharing your log. Checking through it, you are encountering the classic EXCEPTION_ACCESS_VIOLATION, which has multiple possible causes. On further checking, you have the following line:

UAssetImportData::GetFirstFilename() [AssetImportData.cpp:268]

Following that, there’s a cascade of errors involving processes tied to skeletal meshes, like:

  • FSkeletalMeshBuilder::Build()
  • USkeletalMesh::BuildLODModel()
  • FSkeletalMeshRenderData::Cache()

This leads to a possible conflict with a corrupted or invalid import, tied to a skeletal mesh. Now, there’s no specific call to a file in the log, but since most of the chain belongs to UE’s skeletal pipeline, it’s safe to aim for it as the most likely cause.

Since you recently migrated from 5.2 to 5.6, there’s a high chance of corrupted import data being present in your build. It could be a changed FBX file path, or a mesh moved during the transfer.

So, the best approach here would be to force a cache clear. Close UE, go to your project’s main directory, and delete folders Intermediate, Saved, and Binaries. After that, re-open the project, and allow it to recompile. Then, test packaing again.

If the problem persists, then the faulty file remains present in your build. At that point, we would need to check the extended log, to pinpoint the exact origin of the crash. If it’s an specific asset, re-importing its data, or disabling it, should fix the issue.