how exactly are we supposed to install this? i tried deleting the old folder and placing the new one in, i wasnt able to build the engine
so now im trying to just copy this new content in over to the old one, but I’m not sure how to verify this other than trying to go through the whole process and see if google accepts it or not (i dont see any libpng entries in my build logs)
You need to unzip the file over your engine source NOT delete the old libpng directory; the other platforms still use the older version with this patch.
Recompiling UE4 (or your code project) for Android after this will link with the new version. The build.cs in the libPNG directory controls which version is used based on the target platform.
Please, help! My brain is very small( Please, take more detalis instructions.
unzip file
I trying:
Copy to UE4 (4.12.5)%ROOT%/Engine\Source\ThirdParty\libPNG and run BuildForAndroid.bat
recomril my project
Google — swear (Libpng library. The vulnerabilities were fixed in libpng v1.0.66, v.1.2.56, v.1.4.19, v1.5.26 or higher. You can find more information about how resolve the issue in this Google Help Center article.)
Take UE4 (4.12.5) from GitHub
copy to Engine\Source\ThirdParty\libPNG and run BuildForAndroid.bat
Compil UE4 and recompil my project
Google — swear (Libpng library. The vulnerabilities were fixed in libpng v1.0.66, v.1.2.56, v.1.4.19, v1.5.26 or higher. You can find more information about how resolve the issue in this Google Help Center article.)
+1 for a launcher version fix. We have managed to keep our project on the launcher version so far. Needing to build from source will just needlessly complicate our process.
I too am using the launcher version of 4.13.1 and would like a fix that does not involve building from source. I too got rejected on the play store for security vulnerabilities and would really like to get my updated app up there.
Same here; using the launcher to create an APK and my app got rejected by google. My game is for a kids festival that starts soon, so I’m kind of in a pickle right now.
Is it possible to unzip the libpng anywhere in the folders of the launcher so it updates the libpng or am I thinking too easy (I’m a designer; not a programmer)?
Hi There!
Big on going problem this is. I myself have Blueprint Project and experience the same problems. As far as i now when you don’t work with C++ you don’t have to recompile or am i wrong? if zo how do you recompile a BP type project?
Android keeps on rejecting my project so please let me know what i do wrong because i have replaced the files as described above.
thx for any replays!
To get this to work you need to get the ue4 source from github. https://github.com/EpicGames/UnrealEngine If you’ve not done this before you’ll need to link github account to your epic account.
On the unrealengine github page click “clone or download” and choose download ZIP. Once downloaded and unzipped you need to download https://epicgames.app.box.com/s/abvk2gj65pg4ccdoin39sudi9y6uosvb and unzip into the same directory to overwrite problem files.
Compile UE4 using instruction on the github page I linked above. I’d never done this myself until a few days ago but it was a fairly painless process.
Then run “BuildForAndroid.bat” to re-compile the libPNG Android libraries.
The problem is caused UE4 uses the “stack-protector” compiler flag on arm7 and arm64 builds but not on x86/x86_64 ones, while libPNG was compiled with that flag for all architectures, causing linker conflicts.
Thank you for the report. I’ve made the changes and rebuilt the libraries. The link above has been updated. You only need the new one if you want to target x86 or x86_64 architectures.