I have a project which successfully builds to different Android devices when hitting launch (within the full Editor) or by packaging and manually copying to devices. I don’t have much experience with Unreal’s profiling tools (and info seems sketchy for mobile - I’ve asked a question about it here too:
From what I’ve read it appears the best way is to launch from UnrealFrontEnd. The trouble is by doing this it fails for some reason:
The main error seems to be RunUAT.bat: Automation Tool was unable to run (though there’s some yellow warnings about Visual C++ 2015 not being correctly installed & SetFrameworkVars failed). Whilst it seems it’s not vital to use the UFE (I do have the game running after all) - I would like to be able to use the profiler (and it seems that there’s no way to do this live from the editor whilst it’s running on device?). I also tried running UFE from the editor and hit the same RunUAT.bat issue.
I’m currently running a Verify on 4.10 since the files mentioned aren’t my own. I have no C++ raw code in my project (only my blueprints and art assets).