Just in case other people (or myself in the future) have trouble getting android development functional in UE, here’s are the steps I have had to take so far just to get UnReal to recognise my android device.
- Seeing as I already some portions of SDK’s & NDK’s etc already installed, I started by uninstalling EVERYTHING - Java, ANdroid SDK & NDK, Visual Studio, Codeworks, Tegra. The only thing I didn’t uninstall was UE and the Epic Launcher.
- Restart PC
- Download and install VS 2015 from https://www.kunal-chowdhury.com/2015…15.html#topic2 (according to some sources you can use v2017 and v2019 but I thought I’d stick with 2015 for now until I got an end result that is functional)
- Restart PC
- Run c:\NVPack\chooser.exe. Select the “Standard” option at the top and click ‘next’ at the bottom. Allow to complete various installations. You will have to accept various licenses as part of the process.
- If you have trouble installing NSight Tegra then go to Go to Download Center | NVIDIA Developer and download the stand-alone Nsight Tegra Visual Studio Edition (v3.6 is the most recent but Codeworks for Android requests v 3.5. I used v3.6) AND install.
- Restart PC
- Go back to chooser.exe.Select" standard but manually unselect the tegra option. Complete the remainder of the required installations.
- Open UE and go to “Edit - Project Settings” then “Android” and accept the SDK license again. If UnReal doesn’t grey out the SDK License button, then go to c:\NVPack\android-sdk-windows emp oolpackage.old01\android.bat and install the following:-
Android Tools
Android SDK Platform Tools
Android BUild Tools(whichever you require)
Android API (whichever you require)
Extras - android support repository
- Google Play Services
- Google USB driver
- If you didn’t already, make sure you download and install the USB drivers for your android device.
- Activate “Developer Mode” and then “USB Debugging” on your android device
- Download and install adb drivers from https://forum.xda-developers.com/sho…php?t=2588979
All of the above has only sufficed to get UE to recognise my android device. I am still having issues packaging and launching on my device. I hope to return here to add more detail on the troubleshooting undertaken in that regard.
EDIT - also just check that UE is pointing to the correct SDK, NDK and Java folders. You can check this in “Edit - Project Settings - Platforms - Android”