Hi, I encounter the same problem. But now I can bypass this problem by adjusting the packing configuration, so I’m not going to spend more time on this issue. However, maybe the following notes can help further investigations:
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This problem only occurs to me when the targeting platform is set [API 30] and then click “Launch (on Android)” in the editor. I don’t know why this can happen because my mobile phone supports API 30.
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Among other attempts, I pack the game (developer/shipping) for Android API 30, and then launch that APK with Android Studio(AS), there’s no error message this time. I also change the targeting API version to 28, there’s no error either launching with UE or AS.
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With AS, I debugged the APK with “Profile or debug APK”. Several APK’s exist in my disk: the packed APK locates in the specified folder, without much doubt; whereas another APK is generated in the UE project folder as the result of “Launch” in the UE editor, it is placed at “xxx/Binaries/Android/xxx.apk”. When I debug this APK, which is generated by “Launch” in UE with API 30, the error occurs. (So the APK is problematic?)
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Through debug, the problem arises when opening the .uproject file (obvious), at
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LaunchEngineLoop.cpp Line 2012
if (!IProjectManager::Get().LoadProjectFile(FPaths::GetProjectFilePath())) -
FileHelper.cpp Line 192
TUniquePtr Reader(IFileManager::Get().CreateFileReader(Filename, ReadFlags));
The reader object is null, hence the error.
In debug sessions of both working and problematic APK’s, the “FileName” to open is “…/…/…/FpsDemo.uproject”, one just opens and reads whereas the other fails. I don’t see the reason, so I leave the problem here.
- I suspect this may either be an access permission problem, or the UE launch for Android API 30 fails to transmit components to the device. I didn’t repeat the test on other mobile phones, so this can also be caused by my device…
Hope this helps!