Okay, before you guys start asking me the super-obvious questions, I’ve got 7 years of developing for Android under my belt. So, yes… I:
- Have developer mode enabled
- Have Unknown Sources enabled
- Have USB Debugging enabled
- Have working USB drivers for my device installed and working properly
- Have the SDK installed from the NVPACK installed
- Have all environment variables pointing to the correct folders for both USER and SYSTEM: ANDROID_HOME, ANDROID_NDK_ROOT, NDK_ROOT, NDKROOT, ANT_HOME, GRADLE_HOME, JAVA_HOME, NVPACK_ROOT, NVPACK_NDK_VERSION
- Have authorized the computer for debugging with my device
I can build and deploy to my device perfectly fine in Eclipse, Android Studio, and Unity3D with no problems at all. My device also shows in ADB as a listed device.
My device also shows in the UE4 Editor under Project Launcher and Device Manager.
- The project also is set to have Android as a Supported Platform
- Under the Epic Games Launcher, both 4.12.5 and 4.13 under the dropdown -> Options have Android checked and installed under the Target Platforms list.
- Android SDK paths are set correctly under Project Settings in the UE4 Editor as well.
And finally, yes… I have triple/quadruple-checked the environment variables, even after doing a clean uninstall and reinstall of ALL tools, programs, and associated SDKs - and rebooted many times.
This is on Windows 10 against UE4 Editor 4.12.5 and 4.13 (launcher, not source-built) to a Galaxy S6 phone with Android 6.0.1. Is it not supported at all with launcher version, or did support break somewhere? I’ve done everything word-for-word to the support guidelines and it doesn’t work. This is the error when trying to build:
It seems to have no cognizance why it’s failing, and googling around and asking in #unrealengine on freenode isn’t warranting any more info on this.
I hope someone can help me figure out why it’s unable to build at all.