Failed to open descriptor file on Android with UE5.3

Hi Jimmy,

When you reported earlier that templates were running as expected, was that within Vaniila 5.3 or in your modified branch? If it’s the former, can you confirm in your branch?

Best regards.

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Hi Stéphane,

The template test I did was with 5.3.2 installed from the Epic Games Launcher.

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Thanks for confirmingJimmy,

It may be worth running the template against your internal UE 5.3.2 build to further isolate the issue.

Best regards

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Hi Stéphane,

Unfortunately some of our engine changes have been written in such a way that we can only run this game project in it so I’m afraid I can’t do that.

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Hi Jimmy,

Can you confirm the setting for Packaging -> Use AndroidFileServer? If it is off, does enabling it resolve the issue?

Best regards.

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Hi Stéphane,

Android File Server was turned off in our uproject. I have now enabled it.

There do not seem to be any settings under Packaging related to AndroidFileServer after enabling it.

[Image Removed]I did find the settings under Plugins however. [Image Removed]

After running a new full build, the same issue appears, but I did find these lines in the log which might explain it working the same as before:

Deploy command time: 436.99 s
Performing Streamed Install
Success
Took 342.10s to run adb.exe, ExitCode=0
Attempting to connect to file server [USB]
Not connected, attempting to start file server
Did not find package with activity
Trying again
Did not find package with activity
Failed to start Android file server for com.company.gamename, skipping deploy for DeviceCode

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Hi Jimmy,

The error in the log is indicative that the AFS activity isn’t getting built into the final APK. In the packaging step, AndroidManifest.xml is generated under $UProjectFileLocation/Intermediate/Android/arm64 that should contain:

<activity android:name="com.epicgames.unreal.RemoteFileManagerActivity" android:exported="true" android:screenOrientation="sensor" android:theme="@android:style/Theme.NoDisplay" __line="72">
      <intent-filter __line="73">
        <action android:name="com.epicgames.unreal.RemoteFileManager.intent.COMMAND2" __line="74" />
      </intent-filter>
    </activity>

Are you seeing this activity node on your end?

Best regards.

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Hi Stéphane,

That logic was not present for us. I had a look and found that it seems to only get added if the following 3 variables are added to the ini file.

[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]

bEnabled=True

bEmbedAFS=True

bExternalStartAFS=True

What is the full correct list of settings to have AndroidFileServerRuntimeSettings work correctly?

Unfortunately, adding those has caused my builds to stop working, getting stuck with these logs at the end of cooking.

LogInit: Display: Success - 0 error(s), 808 warning(s)
LogInit: Display:
 
Execution of commandlet took:  30m 21s (1821.36 seconds)
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 505, among them cache hits 28 (5.54%)
LogShaderCompilers: Display: Tracking 62 distinct input hashes that result in 26 distinct outputs (41.94%)
LogShaderCompilers: Display: RAM used: 147.98 KiB of 3.10 GiB budget. Usage: 0.00%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 378
LogShaderCompilers: Display: Jobs assigned 378, completed 378 (100%)
LogShaderCompilers: Display: Average time worker was idle: 17.19 s
LogShaderCompilers: Display: Time job spent in pending queue: average 1.21 s, longest 8.03 s
LogShaderCompilers: Display: Job execution time: average 4.26 s, max 9.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 5.47 s, max 12.06
LogShaderCompilers: Display: Shader code size: average 18.794 KiB, min 1.43 KiB, max 24.069 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 33.84 s
LogShaderCompilers: Display: Jobs were issued in 245 batches (only local compilation was used), average 1.54 jobs/batch
LogShaderCompilers: Display: Average processing rate: 11.17 jobs/sec
LogShaderCompilers: Display: Total thread time: 710.215 s
LogShaderCompilers: Display: Total thread preprocess time: 0.186 s
LogShaderCompilers: Display: Percentage time preprocessing: 0.03%
LogShaderCompilers: Display: Effective parallelization: 20.98 (times faster than compiling all shaders on one thread). Compare with number of workers: 28
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
5 shaders listed
LogShaderCompilers: Display: Top 5 shader types by total compile time:
5 shaders listed
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: Shaders left to compile 0
FPlatformMisc::RequestExit(1, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)
FPlatformMisc::RequestExit(1, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)FPlatformMisc::RequestExitWithStatus(1, 3, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)
FPlatformMisc::RequestExitWithStatus(1, 3, WindowsPlatformCrashContext.EngineUnhandledExceptionFilter)Engine exit requested (reason: Win RequestExit; note: exit was already requested)
Engine exit requested (reason: Win RequestExit; note: exit was already requested)
Took 1,930.19s to run UnrealEditor-Cmd.exe, ExitCode=3
Cook failed.
(see PathToProject\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationTool executed for 0h 35m 30s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

How do I figure out what’s causing this issue? The log info just says there’s a generic error.

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Hi Jimmy,

bEmbedAFS=True

bExternalStartAFS=True

shouldn’t be needed as these aren’t referenced in the 5.3 codebase. These are local variables within the AndroidFileServer’s UPL file and shouldn’t have any bearing on the Cook itself.

Based on the absence of the com.epicgames.unreal.RemoteFileManagerActivity activity (and absence of the AndroidFileServer UPL in the build log), this is likely indicative that despite enabling the Android File Server in the project settings, the AndroidFileServer plugin itself isn’t enabled. Can you confirm that’s the case and, if so, does enabling it clear up the original issue?

Best regards.

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Hi Stéphane,

Apologies for the slow response. I have found a different approach that allows me to work on 5.7 instead of 5.3. I am still running into the same issue, but I figured it would be best to get a new question which I’ve posted here: [Content removed]

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Sounds good Jimmy, we can resume the conversation on the new thread.

Best regards.

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