UE5.1 Unable to package game for android

I made a horror level and when I try to package it, it just shows the SDK not properly setup, even after I set up all “.net core3.1” and Windows 10 SDKs from VS2019. It just failes with CMD exit code-3.I attached a LOG file. Plz help!

Last Para of LOG:
[2023.01.16-15.47.54:729][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: Cooked packages 146 Packages Remain 392 Total 538
[2023.01.16-15.47.54:729][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Detected max mem exceeded - forcing shader compilation flush
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Finished flushing shader jobs at 0
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: GarbageCollection… (Exceeded Max Memory)
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Item Malloc calls = 0
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCookCommandlet: Display: Item Realloc calls = 0
[2023.01.16-15.47.54:740][851]UATHelper: Packaging (Android (Multi:ASTC,DXT,

here is a Log file from package process.

The log file you provided indicates that the packaging process is exceeding the maximum memory allocated for it. This could be caused by a number of factors, including having too many assets in your scene or high-resolution textures that are consuming too much memory.

To resolve this issue, try the following:

  • Remove any unnecessary assets from your scene
  • Reduce the resolution of textures used in the scene
  • Decrease the number of lightmap resolution of your scene
  • Reduce the number of materials used in the scene

Also, you can try packaging the project as a Windows or Mac build, to see if the problem is specific to the Android platform.

thanks that sounds genuine, I’ll try that and let you know

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The UE5 has some kinda texture compression issue, its a lot harder now than it was in UE4.
Some say to package it for specific texture format.

Yes, that is correct. When packaging for Android, you can select from a few versions:

Format Description
ETC2 Supported by all OpenGL 3.x class devices and supports alpha compression.
DXT Supported by Nvidia Tegra GPUs and supports alpha compression.
ASTC Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. Available on some devices at this point.

More information can be found here: Packaging Android Projects | Unreal Engine 4.27 Documentation

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