Problems building in unreal 4.15 for android

I was trying to build a simple map, in the latest version of unreal, apparently I’m referring to something Engine.h plataformCrt.h, Wchar.h?

LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 2.217957
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/CLON/Documents/Unreal Projects/AndroidTest/AndroidTest.uproject" BuildCookRun -project="C:/Users/CLON/Documents/Unreal Projects/AndroidTest/AndroidTest.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe
=UE4Editor-Cmd.exe -utf8output -platform=Android_ASTC -targetplatform=Android -cookflavor=ASTC -build -map=/Game/NewMap -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/NewMap -Messaging" -device=Android_ASTC@9886264b444d345539 -addcmdline="-SessionId=A93E56734093A42E90A0F9B2464BB2FD -SessionOwner='CLON' -
SessionName='Launch On Device' " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.255990
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe AndroidTest Android Development -Project="C:\Users\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject"  "C:\Users\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject"  -remoteini="C:\Users\CLON\Documents\Unreal Projects
\AndroidTest" -noxge -generatemanifest -NoHotReload
LogPlayLevel: UnrealBuildTool: NDK version: 20, GccVersion: 4.9
LogPlayLevel: CommandUtils.Run: Run: Took 0.9735004s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe AndroidTest Android Development -Project="C:\Users\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject"  "C:\Users\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject"  -remoteini="C:\Users\CLON\Documents\Unreal Projects
\AndroidTest" -noxge -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Performing 5 actions (4 in parallel)
LogPlayLevel: UnrealBuildTool: [1/5] clang++.exe PCH.AndroidTest.h [armv7-es2]
LogPlayLevel: UnrealBuildTool: In file included from C:/Users/CLON/Documents/Unreal Projects/AndroidTest/Intermediate/Build/Android/AndroidTest/Development/AndroidTest/PCH.AndroidTest.h:79:
LogPlayLevel: UnrealBuildTool: In file included from C:\Users\CLON\Documents\Unreal Projects\AndroidTest\Source\AndroidTest\AndroidTest.h:5:
LogPlayLevel: UnrealBuildTool: In file included from Runtime/Engine/Public\Engine.h:12:
LogPlayLevel: UnrealBuildTool: In file included from Runtime/Core/Public\Core.h:12:
LogPlayLevel: UnrealBuildTool: In file included from Runtime/Core/Public/CoreMinimal.h:26:
LogPlayLevel: UnrealBuildTool: Runtime/Core/Public/HAL/PlatformCrt.h(6,10) :  fatal error: 'wchar.h' file not found
LogPlayLevel: UnrealBuildTool: #include <wchar.h>
LogPlayLevel: UnrealBuildTool:          ^
LogPlayLevel: UnrealBuildTool: 1 error generated.
LogPlayLevel: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\CLON\Documents\Unreal Projects\AndroidTest\Binaries\Android\AndroidTest-armv7-es2.so
LogPlayLevel: UnrealBuildTool: Total build time: 24.04 seconds (Local executor: 0.00 seconds)
LogPlayLevel: CommandUtils.Run: Run: Took 24.3385022s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe AndroidTest Android Development -Project="C:\Users\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject"  "C:\User
s\CLON\Documents\Unreal Projects\AndroidTest\AndroidTest.uproject"  -remoteini="C:\Users\CLON\Documents\Unreal Projects\AndroidTest" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.02.15-18.37.44.txt'
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at BuildCookRun.ExecuteBuild()
LogPlayLevel:    at AutomationTool.BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 24.820472
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

In version 4.14.3 I managed to build without problems. What is this error due to?
Unreal Engine 4.15.0 Relese: How to reproduce the error, download CodeWorks for Android 1R4 install, and create a blank project and try to build the map for android.

My android project is building fine in 4.15 but, the apk starts and then crashes when I run it on the phone. As you, It was running fine in 4.14

Anyway, for your problem, I’ll tell you what I try.

Try to create a blank project, go for 3D/2D for insert reason here, save the default map and set it in maps and mode. Don’t change any settings.

Go to the android under Project settings → Platforms → Android and configure it (not the Google play servicces). Check Package game data inside apk.

Project settings → Project → Supported Platforms → Check only Android

Packaging → Create compressed if you like. And try to package (I do it for ETC1)

Also, just for note. I have NVPACK → 1R4u2 Full package.

If it still don’t work. Go to the launcher. Click that little arrow near the launch button (In the “engine version” section) and select verify.

If still not working then the only solution I can suggest is re-download and re-install.

Kevin,

Make sure you update your Android NDK. It looks outdated. Here is an example from my engine:

Thanks!

Hello,

Probably not the most appropriate place to inform but,

Just noticed that the apk crashing that I was talking about above was happening due to -

Update - Ok, I am pretty sure it is the nativize blueprint asset set to “inclusive” that was stopping the apk. The game Builds successfully, but when you run it on device, it starts, the splash screen shows up and then it exits. I checked it. When I set it to “disabled” it runs fine. I don’t know about the “Exclusive” setting though.

I also had many problems trying to cook and install a simple app on android targeting Api 15 and this was the only thing that make it work for me:

  • I have started with a fresh install of UE4.15
  • Then installing CodeWorksforAndroid-1R5-windows.exe
  • (my FIX) Make sure to select also SDK api level 19 (and other you need)
  • Then on Platforms-Android SDK settins everying like the image from @Samantha_Sutton except replaced “latest” for “android-19”
  • Delete all the cache files from your project and reconfigure your Android app settings. I set desired Target SDK as 15.
  • Build

And finally is working for me running the App on android phone.

I’m having similar issues. I’m running 1r5, which shipped with 4.14. here’s a segment I pulled from the log:

03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare D/UE4: Assertion failed: !ObjectItem->HasAnyFlags(EInternalObjectFlags::ClusterRoot) [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectClusters.cpp] [Line: 303] 
03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare D/UE4: libUE4.so!FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...) 
03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare D/UE4: libUE4.so!FClusterReferenceProcessor::AddObjectToCluster(int, FUObjectItem*, UObject*, TArray<UObject*, FDefaultAllocator>&, bool) 
03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare D/UE4: libUE4.so!FClusterReferenceProcessor::AddObjectToCluster(int, FUObjectItem*, UObject*, TArray<UObject*, FDefaultAllocator>&, bool) 
03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare D/UE4: libUE4.so!FClusterReferenceProcessor::MergeCluster(FUObjectItem*, UObject*, TArray<UObject*, FDefaultAllocator>&) 
03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare D/UE4: libUE4.so!TFastReferenceCollector<FClusterReferenceProcessor, TClusterCollector<FClusterReferenceProcessor>, FClusterArrayPool, true>::ProcessObjectArray(TArray<UObject*, FDefaultAllocator>&, TRefCountPtr<FGraphEvent>&) 
03-03 23:52:11.917 1796-1818/com.SpectralInk.TLR_EndlessNightmare 

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D/UE4: [2017.03.04-07.52.11:927][-7700552]LogWindows: FAndroidMisc::RequestExit(1)
03-03 23:52:11.928 1796-1818/com.SpectralInk.TLR_EndlessNightmare I/art: System.exit called, status: 0
03-03 23:52:11.928 1796-1818/com.SpectralInk.TLR_EndlessNightmare I/AndroidRuntime: VM exiting with result code 0, cleanup skipped.

I’ll try turning of nativized blueprints, but that was a big plus for performance I was hoping to utilize.