Problems building in unreal 4.15 for android

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.