**PackagingResults: Error: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.**

LogMainFrame: Project requires temp target (已启用DatasmithImporter插件)
LogLauncherProfile: Unable to use promoted target - …/…/…/…/…/my ue4 game project924/我的项目002mobile/Binaries/Android/UE4Game.target does not exist.
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): Running AutomationTool…
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): Parsing command line: -ScriptsForProject=“D:/my ue4 game project924/我的项目002mobile/我的项目002mobile.uproject” BuildCookRun -nocompileeditor -installed -nop4 -project=“D:/my ue4 game project924/我的项目002mobile/我的项目002mobile.uproject” -cook -stage -archive -archivedirectory=D:/gamepack -package -ue4exe=D:\epic\UE_4.25\Engin
e\Binaries\Win64\UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=Multi -build -clientconfig=Development -utf8output
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): Setting up ProjectParams for D:\my ue4 game project924\我的项目002mobile\我的项目002mobile.uproject
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): 我的项目002mobile.uproject requires a temporary target.cs to be generated (DatasmithImporter plugin is enabled)
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): ********** BUILD COMMAND STARTED **********
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): Running: D:\epic\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe 我的项目002mobile Android Development -Project=“D:\my ue4 game project924\我的项目002mobile\我的项目002mobile.uproject” -Manifest=“D:\my ue4 game project924\我的项目002mobile\Intermediate\Build\Manifest.xml” -nobuilduht -NoHotReload -xgeexport “D:\my ue4 game proj
ect924\我的项目002mobile\我的项目002mobile.uproject” -NoUBTMakefiles -remoteini=“D:\my ue4 game project924\我的项目002mobile” -skipdeploy -log=“C:\Users\44260\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+epic+UE_4.25\UBT-我的项目002mobile-Android-Development.txt”
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): PLATFORM_ANDROID_NDK_VERSION = 210200
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): NDK toolchain: r21b, NDK version: 19, GccVersion: 4.9, ClangVersion: 9.0.8
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): ERROR: Missing precompiled manifest for ‘Launch’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in Launch.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for ‘Launch’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in Launch.build.cs to override.
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): Took 1.1729118s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): UnrealBuildTool failed. See log for more details. (C:\Users\44260\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+epic+UE_4.25\UBT-我的项目002mobile-Android-Development.txt)
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: 打包 (Android(多个:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error

I find the solution, I use ue4 4.26,
just download a low grade android studio like 2018 or 2017 version.

Anyone looking for an answer will likely find their solution in this post:

1 Like

I have this exact problem. It happened after I included a new plugin. Can you please give more detail on your solution? I do not understand what you mean. I am also packaging for Win64, so I don’t know how android studio could help me. I would be very grateful for any help you can offer, though.

1 Like

did you ever find anything?

Maybe its too late, but i’m sure it will help:

7 Likes

If anyone else runs into this when trying to package your game with a custom plugin… Try creating a Plugins folder in the root of your game project folder and copy the plugin that is failing into that. Then try rebuilding.

I was having a similiar issue because I had a plugin only in the UE4 Program Files Engine plugin folder but I also needed it in the MyUnrealProject/Plugins/ folder.

4 Likes

Thank you! It worked.

It works!!! You are amazing!!!

It is never too late to share your brilliant, thank you very much~

Thanks! Excellence level 3000

IMPORTANT! This will only work if disabled " Full Rebuild" in the Project settings → Packaging.

Best solution. Thx

I see some success here, however for UE5.3 it doesn’t work. My specific issue is with the Twinmotion datasmith plugin, packaging for Android. Thanks…