Hi,
I’ve tried launching ue4 project to Nokia 3 (it compiles to Android ASTC) and it just crashed immediately. So I tried to package it instead, but it gives me the following error:
UATHelper: Packaging (Android (ASTC)): LogTargetPlatformManager: Display: Building Assets For Android_ASTC
UATHelper: Packaging (Android (ASTC)): LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Mobile HDR setting 1
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Creating asset registry
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Cooked content cleared for platform Android_ASTC
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Unable to read previous cook inisettings for platform Android_ASTC invalidating cook
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Sandbox cleanup took 0.084 seconds for platforms Android_ASTC iterative false
UATHelper: Packaging (Android (ASTC)): LogUObjectHash: Warning: Ambiguous search, could be FloatProperty /Script/Engine.KismetMathLibrary:HSVToRGB.H or FloatProperty /Script/Engine.KismetMathLibrary:RGBToHSV.H
...
(same repeated texts)
...
UATHelper: Packaging (Android (ASTC)): LogUObjectHash: Warning: Ambiguous search, could be FloatProperty /Script/Engine.KismetMathLibrary:HSVToRGB.H or FloatProperty /Script/Engine.KismetMathLibrary:RGBToHSV.H
UATHelper: Packaging (Android (ASTC)): LogCook: Display: Cooking /Engine/Tutorial/Foliage/Foliage_Intro_Tutorial -> H:/Workspace/Unreal Projects/MyProject3/Saved/Cooked/Android_ASTC/Engine/Content/Tutorial/Foliage/Foliage_Intro_Tutorial.uasset
UATHelper: Packaging (Android (ASTC)): LogTexture: Display: Building textures: WhiteSquareTexture (ASTC_RGBAuto, 32X32)
UATHelper: Packaging (Android (ASTC)): LogSavePackage: Display: No exports found (or all exports are editor-only) for Foliage_Intro_Tutorial. Package will not be saved.
UATHelper: Packaging (Android (ASTC)): Took 26.5440086s to run UE4Editor-Cmd.exe, ExitCode=-1073741795
UATHelper: Packaging (Android (ASTC)): Cook failed. Deleting cooked data.
UATHelper: Packaging (Android (ASTC)): ERROR: Cook failed.
UATHelper: Packaging (Android (ASTC)): (see E:\Epic Games\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
Full log click here.
UPDATE: This works just fine when not using the non-source code one.
Other packages are fine, such as ETC1 or when launching to a Samsung Galaxy Note 2.
OS: Windows 10
UE4: Source branch 4.18, version 4.18.1, last fetch 10 Nov 2017
Spec: AMD FX 8320 8-core 3.5 Ghz, 8 GB RAM, and Radeon R9 270x
Device test: Nokia 3 (Android Nougat 7.0 and 7.1.1)
How to reproduce:
- Build UE4 from source
- Create new C++ project basic code for mobile, maximum quality, with starter content
- Build and launch the project, set android target to 21 (lolipop)
- Launch to Nokia 3 (it should compile for Android ASTC, so I’m assuming any device that compiles to Android ASTC) or
- Package to Android ASTC with Development Build Configuration
Make sure Android works of respective version from source is installed.
Due to lack of other devices, my assumption is it will crash when launching other Android device that uses ASTC.
Cheers,
Alectora