UE5.6.1 hangs up when building for Android

Hi there. I had to forcefully update my project from 5.3.2 to 5.6.1 in order to comply with the new Play Games V2 SDK that Android requires to push updates.

I’ve tested thoroughly that my Android SDK is correctly installed and that it has the correct packages, build tools and such.

This is the string of messages that signals that the build is “hanged” - every few minutes it shows up again with different values on “Time:”.

[2025.10.27-15.54.32:613][ 12]LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 743.091736
[2025.10.27-15.54.32:848][ 26]LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
[2025.10.27-15.54.32:848][ 27]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 743.309021, Update Interval: 347.370819

Does anyone know what’s happening here? Is there any way to fix this? I already made a fresh installation of Android with Turnkey and such.

Hello there @Bazztoner!

Checking around the community, this problem seems to be tied to EOS entering a loop for checking SDK updates over and over again. In order to stop the loop, you can temporary disable the EOS plugin for setting up the build (if it’s not required).

Still, since you have recently migrated your project, the most likely cause is old data left in your cache. To perform a cache clear, navigate to your main directory, and delete folders Intermediate, Saved, and Binaries/Android, then allow your project to rebuild.

Thank you, Seba, for the help on this matter.

It indeed fixed that but now I get another constant loop of:

[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: === FShaderJobCache stats ===
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Total job queries 7,277, among them cache hits 10 (0.14%), DDC hits 4,035 (55.45%), Duplicates 2,138 (29.38%)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Tracking 5,129 distinct input hashes that result in 4,643 distinct outputs (90.52%)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: RAM used: 19.62 MiB of 1.60 GiB budget. Usage: 1.20%
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: === Shader Compilation stats ===
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Shaders Compiled: 1,094
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Jobs assigned 1,094, completed 1,094 (100%)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Average time worker was idle: 106.68 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Time job spent in pending queue: average 43.80 s, longest 143.43 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Job execution time: average 14.84 s, max 60.90 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Job life time (pending + execution): average 58.64 s, max 148.76
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Shader code size: total 18.053 MiB, numShaders 1,138, average 16.244 KiB, min 200 B, max 78.848 KiB
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 423.33 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Mutex wait stall in FShaderJobCache::SubmitJobs: 3.19%
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Jobs were issued in 373 batches (only local compilation was used), average 2.93 jobs/batch
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Average processing rate: 2.58 jobs/sec
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Total thread time: 2,300.932 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Total thread preprocess time: 84.216 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Percentage time preprocessing: 3.66%
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Effective parallelization: 5.44 (times faster than compiling all shaders on one thread). Compare with number of workers: 8 - 0.679420
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS (compiled 68 times, average 6.16 sec, max 11.20 sec, min 3.16 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight (compiled 44 times, average 5.26 sec, max 6.90 sec, min 2.52 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: FCloudRenderViewPS111 (compiled 1 times, average 5.18 sec, max 5.18 sec, min 5.18 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: TBasePassPSTDistanceFieldShadowsAndLightMapPolicyHQSkylight (compiled 10 times, average 5.06 sec, max 6.52 sec, min 2.95 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: FCloudRenderViewPS011 (compiled 1 times, average 5.04 sec, max 5.04 sec, min 5.04 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Top 5 shader types by total compile time:
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS - 18.21% of total time (compiled 68 times, average 6.16 sec, max 11.20 sec, min 3.16 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight - 10.05% of total time (compiled 44 times, average 5.26 sec, max 6.90 sec, min 2.52 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 5.54% of total time (compiled 52 times, average 2.45 sec, max 5.27 sec, min 0.62 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.72% of total time (compiled 26 times, average 4.18 sec, max 6.25 sec, min 2.25 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicySkylight - 4.59% of total time (compiled 23 times, average 4.59 sec, max 5.98 sec, min 2.43 sec)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: === Material stats ===
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Materials Cooked: 0
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Materials Translated: 362
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Material Total Translate Time: 0.46 s
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Material Translation Only: 0.28 s (61%)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Material DDC Serialization Only: 0.00 s (0%)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: Material Cache Hits: 0 (0%)
[2025.10.27-20.02.53:245][825]LogShaderCompilers: Display: ================================================
[2025.10.27-20.49.48:775][747]LogDerivedDataCache: C:/Users/bazzt/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:37.205 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 19531 files in 21358 folders with total size 1530 MiB.

Any help is greatly appreciated!

Hello again!

Good, we are making progress. What I see from your log, is that your shaders are compiling successfully (1094 completed), but the build keeps restarting the process, thus creating the new loop. Your shader cache is being rebuilt constantly, and that should be related to the very same thing we were working before, the remains of old data, post update.

So, since the last update, we cleared Intermediate, Saved, and Binaries/Android. Now we need to clear the shader cache itself, and allow it to fully recompile. To do so, close UE, navigate to the following location, and delete DerivedDataCache:

C:\Users\<YourUser>\AppData\Local\UnrealEngine\Common\DerivedDataCache

As well, since your “Saved” folder has been re-created, only remove the following sub-folders:

<YourProject>\Saved\Cooked
<YourProject>\Saved\StagedBuilds
<YourProject>\Saved\ShaderDebugInfo

After that, re-open UE, and shaders should recompile from scratch, which should stop the loop. Hope this helps, and good luck!