PR to fix incorrect RunUAT.bat path in vcxproj Android target

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)

Steps to Reproduce
* Run “Generate Visual Studio Project Files” on a project with C++ code

* Open Visual Studio and look in the property page for the game project -> Debugging -> Post APK Install Commands

* Ensure “Debugger to Launch” is set to “Android Game Development Extension Debugger” (Requires AGDE to be installed and setup)

* Notice that the path to RunUAT.bat is incorrect

Hi Damon,

Thanks for bringing this to our attention. You change has been integrated at CL 49095244.

Best regards.