Alright so I was trying to package my code plugin for UE5.1 to update on the marketplace, and I got this error:
Missing precompiled manifest for 'AISupportModule', '...\UE_5.1\Engine\Plugins\AI\AISupport\Intermediate\Build\Android\arm64\UnrealGame\Development\AISupportModule\AISupportModule.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AISupportModule.build.cs to override. If part of a plugin, also check if its 'Type' is correct.
And this error will pop up for all UE5.1 plugins. Looking at the files, I found the issue was the arm64 file didnt exist, but its subfolder, UnrealGame did, so instead of Android\arm64\UnrealGame, it was Android\UnrealGame. So my solution was to create a batch file to go through and replace all Android\UnrealGame with Android\arm64\UnrealGame, so make a file ‘fix.bat’ in your …“\UE_5.1\Engine\Plugins” directory, and paste in the following code, than run it:
@echo off
setlocal
setlocal enabledelayedexpansion
@echo off
for /d /r %~dp0 %%i in (Android\UnrealGame) do (
@if exist "%%i" (
@set _variable=%%i
@set _variable=!_variable:~0,-11!
@echo !_variable!
mkdir "!_variable!\arm64"
move "!_variable!\UnrealGame" "!_variable!\arm64"
)
)
pause
endlocal
I have similar issue, but another precompiled manifest.
Missing precompiled manifest for ‘Launch’, ‘C:\Program Files\Epic Games\UE_5.1\Engine\Intermediate\Build\Android\arm64\UnrealGame\Development\Launch\Launch.precompiled’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in Launch.build.cs to override. If part of a plugin, also check if its ‘Type’ is correct.
Can you send me exactly what the precompiled error says? It will also create an error for Launch, at …\UE_5.1\Engine\Intermediate\Build\Android\arm64\UnrealGame\Development\Launch\Launch.precompiled, which the bat file does not fix, and you have to create the arm64 folder manually there.
the problem is a bug of UBT, I found a way to fix it:
open the UBT project with visualstudio form: UE_5.1\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj
and add code to UEBuildAndroid.cs