Packaging error with Android

Hello,
I build my project for Android, I’ve checked out the documentation: (Getting Started and Launching/Packaging). But the issue still occur. I’ve tried to provide you more information and include my log file.

Please, could you give me some advices ?

I can totally build and transfer on my device (Nexus 5) the demo Tappy Chicken or the basic content (blueprint puzzle). But my personal project fails with these errors below. I’ve also linked the entire log.

Thx for your help.

Error #01
LogOnline:Warning: No default platform service specified for OnlineSubsystem

Error #02
LogTextLocalizationManager:Warning: The selected culture ‘fr_FR’ is not available; falling back to ‘en’

Error #03
LogRenderer:Warning: Reallocating scene render targets to support 32x32.
LogRenderer:Warning: Reallocating scene render targets to support 1136x1016.
LogEpicStorage:Warning: EnumerateFiles request failed. Invalid response. code=403 error=
AccessDeniedAccess Denied1EE39F93BAEA3DA4C3Co4bjfxXCkkBPgCBNMs43Ylh8344Fhm8zyagQKBZCcPXX2LFRsFf0QuVycgO98
LogAssetRegistry: Asset discovery search completed in 1.5955 seconds
LogEpicStorage:Warning: EnumerateFiles request failed. Invalid response. code=403 error=
AccessDeniedAccess Denied1EE39F93BAEA3DA4C3Co4bjfxXCkkBPgCBNMs43Ylh8344Fhm8zyagQKBZCcPXX2LFRsFf0QuVycgO98
LogEpicStorage:Warning: ReadFile request failed. File request already pending for filename=http://cdn.unrealengine.com/newsfeed/blueprint_icon_b.png
LogEpicStorage:Warning: ReadFile request failed. File request already pending for filename=http://cdn.unrealengine.com/newsfeed/blueprint_icon_b.png

What you posted in the body of your question are only warnings (not errors), so it should package fine even with those warnings. Looking at your log I noticed this line:

Program.Main: ERROR: Exception in
UnrealBuildTool: ERROR: ant.bat failed
[/c
“C:\NVPACK\apache-ant-1.8.2/bin/ant.bat”
debug]

Which suggests that this page will fix it for you:

Maybe Epic should update their documentation as so many people keep posting about this problem…

Okay, I’m getting an note added to the getting started page to not install SDK 20/L

Awesome :slight_smile:

Thx Jaragoondoo for your help!

Unfortunately, after to have cleaned my Android SDK, to follow your recommendations, the issue still occur.
As I mentioned previously, I can totally build Tappy Chicken, impossible if it was an Android SDK issue, no?


MainFrameActions: Packaging (Android (All)): [aapt] Creating full resource package…
MainFrameActions: Packaging (Android (All)): [aapt] Unable to add ‘res/color/common_signin_btn_text_dark.xml #generated’: Zip add failed
MainFrameActions: Packaging (Android (All)): [aapt] ERROR: unable to process assets while packaging ‘C:\Users\Joackim\Documents\Unreal Projects\SwitchIT\Intermediate\Android\APK\bin\SwitchIT.ap_’
MainFrameActions: Packaging (Android (All)): [aapt] ERROR: packaging of ‘C:\Users\Joackim\Documents\Unreal Projects\SwitchIT\Intermediate\Android\APK\bin\SwitchIT.ap_’ failed
MainFrameActions: Packaging (Android (All)): BUILD FAILED
MainFrameActions: Packaging (Android (All)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:932: The following error occurred while executing this line:
MainFrameActions: Packaging (Android (All)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:950: null returned: 1
MainFrameActions: Packaging (Android (All)): Total time: 37 seconds
MainFrameActions: Packaging (Android (All)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: Exception in UnrealBuildTool: ERROR: ant.bat failed [/c “C:\NVPACK\apache-ant-1.8.2/bin/ant.bat” debug]
MainFrameActions: Packaging (Android (All)): Stacktrace: at UnrealBuildTool.Android.UEDeployAndroid.MakeAPK(String ProjectName, String ProjectDirectory, String OutputPath,
MainFrameActions: Packaging (Android (All)): String EngineDirectory, Boolean bForDistribution, String CookFlavor)
MainFrameActions: Packaging (Android (All)): at UnrealBuildTool.Android.UEDeployAndroid.PrepForUATPackageOrDeploy(String ProjectName, String ProjectDirectory, String ExecutablePath, String EngineDirectory, Boolean bForDistribution, String CookFlavor)
MainFrameActions: Packaging (Android (All)): at AndroidPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL)
MainFrameActions: Packaging (Android (All)): at Project.Package(ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (All)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (All)): at BuildCommand.Execute()
MainFrameActions: Packaging (Android (All)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Android (All)): at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Android (All)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (All)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (Android (All)): at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: ERROR: ant.bat failed [/c “C:\NVPACK\apache-ant-1.8.2/bin/ant.bat” debug]
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (Android (All)): Domain_ProcessExit
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): copying UAT log files…
MainFrameActions: Packaging (Android (All)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (All)): BUILD FAILED

Do we have to use 2.08?

Is there a fix for the latest build where distribution builds fail? Are there plans to add a big warning on the android documentation from Epic stating only use this version? If i have to uninstall and wait another 24 hours for the SDK to download and install full and its still not working… then… then nothing. But still. Either warn us or add some documentation about how to fix these things. Would be awesome.

Thank you.

Downloading the latest proguard works. If you transfer the config files from the included proguard to the latest build. But there is another issue. UE4 does not sign APK’s with the distribution build keystore information.