I’m attempting to setup my local Android development environment to debug issues that only reproduce on device, but I encountered a problem when attempting to deploy from Visual Studio. I have made a fix which works locally, and I’ve submitted a PR on the GitHub that I want to highlight: Fix incorrect UAT path in generated vcxproj by Damon3000s · Pull Request #14142 · EpicGames/UnrealEngine
The Android target in the vcxproj has a “Post APK Install Commands” option and the first action is to call RunUAT.bat, but the path is incorrect. This presented itself with a generic “deploy failed” messagebox and after looking at the log file I noticed there was a “file not found” error and then I saw that the RunUAT.bat path was incorrect.
There are several of other places in the C# code that do Path.Combine(Root, Engine, Build, BatchFiles, RunUAT.bat) so I applied the same logic here. After making this change it successfully generated the correct path and invoked RunUAT.bat and I was able to progress further in the deploy flow (Deploying and running still didn’t work, but that’s a story for a different ticket)