This is my second time of posting a same question, I hope I don’t get banned. I am in need to get answer for this as I am packaging my demo for mobile soon. UE5 won’t let me Launch to my device, and even if it managed, the game will close by itself one second after execution, while Output Log writes Successful.
I found out about the Turnkey as it stated at the launching tab, however after reading the documentations, the Turnkey folder is nowhere to be found in the Engine folder! What is more disappointing is that I can package the game successfully, but it can never be open and played, even after uploading to Google Play. Every time it tries to launch to my device, it hangs and tries to bind listener, eventually failing.
I have tried moving a .dll file, renewing Wins SDK, installing .NET Runtime 3.1, 5.0 and all as suggested by a few here and in YouTube, but still to no good! Packaging to Wins is no problem, just Android.
What should I do?!
(I apologize if you cringe reading my poor English)
Just so you know I had no problem using 4.27. I just need to change to 5.0 because 4.27 has issues with Vibration (Play Dynamic Force Feedback - it’s not working). And I can’t go back to 4.26, as the version is not compatible for App Connect Transporter (it shows error that it needs the latest version of Xcode)
Can you run adb.exe from the command line to connect to your device?
It should be somewhere in your Android SDK. Worst case, use Voidtools-everything to find it. (adb is the low level device debugger/communicator tool that’s part of the Android SDK, and is useful for checking device connectivity, copying files in/out, etc, from the command line.)
adb devices should show your phone, and adb -s your-device-name logcat should show you the system logs from the device.
If this doesn’t work, then there might be some communication issue between your device and your host computer.
and below is the logcat probably done running. I am not sure if there is anything wrong there, but on other engine versions, I never had this problem, with the same PC, with the same device.
It’s late here in Malaysia and I am done since morning, since last week figuring this out. I’ll try to tamper or tinker or whatever again to see any luck for me to get it run tomorrow. Thank you gentlemen.
Screen shots are very hard to search with ctrl-F, and they also aren’t properly indexed by search engines.
From what I can see, it looks like Turnkey is trying to check a Perforce checkout. If you don’t actually use Perforce, that would fail.
However, it then says “build succeeded” so I don’t know if that’s a real failure.
What is Perforce? How do I know if I’m using one? Where can I get one?
And just so you know the lines in red has something about drive D, but I don’t have anything like it in drive D. I do have one, but more to storing files while applications are installed in drive A.
I have tried reinstalling UE5, but still to no good. Is there any possibility that the engine is interrupted with other application like Android Studio?
Have you tried installing it though? All methods above are done and set up long before this post. I don’t have problem packaging, but I have a problem with Launching from Launch button, and installing to playable app, rather crashing upon opening. My Output Log always return successful.
I never had this problem since 4.21 until 4.27. I can package, play after installing using .bat, play after installing after uploading to Google Play, launching from editor’s launch button. All good, but not using UE5. And this is only on Android, for iOS it’s doing fine.
And the problem I think is from this Turnkey system implemented in UE5, that was never in previous versions. No matter if I install All the SDKs, all the extra components, it still fails to launch and install to play. These are all done many times. I am back using 4.26, which is frustrating because I love the interface design of UE5 (Ctrl + Space, oh yes).
P.S I had little space i deleted ue5 and I installed this engine purely to check ui background blur…this thing doesn’t work on ue4 so i thought on ue5 fixed … but apparently in 2030 it will work