Hi! I’m trying to call native Android libraries, I write my own functions to AndroidJNI.cpp, but it’s not being rebuild while android packaging, so the linker error occurs. So the question is how to properly do the stuff. I follow this instruction: Platform specific functionality in UE4 game? - Mobile - Epic Developer Community Forums The ‘Full rebuild’ checkbox in Project Settings → Packaging doesn’t work. Maybe I need to write dome code to MyApp.Build.cs. Thanks!
Are you using binary or GitHub version of UE4? If you are building all of the source code for the engine, then I don’t know why it wouldn’t build the engine code for Android.
Can you send a log of your packaging process from the editor?
I assume you have a code-based game, since you have a MyApp.Build.cs?
Josh
I think I inderstood the problem. I just downloaded UE from launcher, so if I download and change the source and then build with this Building Unreal Engine from Source | Unreal Engine 5.1 Documentation instruction, then everything’ll be okay?