MoPub uses the MoPub Marketplace. Should it be different? I won’t be able to post them soon.
Yep but you can turn off Marketplace in MoPub Dashboard in order to separate issue. If I have right, I’ll try to fix this problem. For now I see that it happens because MoPub can’t access UE4 resources…
Okay, so disable MoPub Marketplace. I’ll let you know if that fixes it.
EDIT:
That fixed the issue. Thanks!
Super awesome! I’ll try to make a hotfix
Doesn’t this plugin support Android kitkat?
If it doesn’t support, is it possible to provide only iOS part for a better price? Thanks
It supports Android from 4.0.3 (Ice Cream Sandwich) so KitKat too
Okay well
“b) Go to Project Settings -> Platforms -> Android SDK and change SDK API Level to android-22 and NDK API Level to android-19.”
I was afraid of this line, so that I was planning not using in Android, but now I guess there isn’t any problem. Thanks.
It’s only target SDK but minimum SDK API Level is 15 (4.0.3)
Hi gameDNA, I am having problem with packaging the project. Yesterday I was able to package the game with your plugin, I tested it and worked perfectly. Today I did these:
- Enabled more ad providers from plugin settings
- Ticked “Package game data inside APK”
- Selected ETC1, instead of PVRTC that I used to select before.
Result:
Now, reverting options is not fixing the problem.
Here is the output log: https://1drv.ms/t/s!AuWmEEQoVAOmn0YBT-ErioNmcoyI
build.xml file: -W
UnrealBuildTool log:
Edit: Disabling plugin is also didn’t solve the problem. I updated the NVPACK SDK’s, but it didn’t work too. I cleared Intermediate folder of the project, same.
Edit 2: I completely removed plugin from Project\Plugins folder and removed Project\Intermediate\Android\APK folder. Now I can package the project. But this is definitely not the solution that I expect I believe that, there is a problem with one of the SDK’s that are located inside Project\Intermediate\Android\APK folder, that I get it there with this step:
Are you able to package the game with all SDK’s are enabled, with Unreal Engine 4.13.1~ release branch?
Edit 3: Finally, I was able to fix this with a clean install of the plugin and Indermediate folder removal. Are there any special codes that may corrupt build.xml if I cancel packaging process before it’s done? Looks like somehow it was corrupted.
- If you want to know more about logs go to Project Settings -> Android -> Ant Verbosity change to Verbose.
- Currently on Android you can’t package all ad networks because of 64k methods limit (https://developer.android.com/studio/build/multidex.html). MultiDex is a workaround for this problem but it’s not implemented in UE4 yet… What I heard it should be available in 4.15. For now select about 7-8 ad networks and it should works good
If you have more questions, feel free to ask
Wow, I’m new to mobile development. Will try this on my team’s new game. Looks really cool and it is in deed very needed.
Hi there, purchased the plugin on sellfy. My project is on UE4.10 blueprint only, and the project won’t load with the plugin, can you help?
I sent you e-mail how to get access to the GitHub repository where you can find older plugin versions (also for 4.10). However I recommend you update to the newest UE4 version (4.13) because it has much improved mobile plugins support
I took your suggestion and upgraded to 4.13. After setting everything up according to the documentation in the ltest plugin version, I get these errors when building the apk:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: BUILD FAILED
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: C:\NVPACK\android-sdk-windows ools\ant\build.xml:573: …/google-play-services_lib_ver_7_8_0 resolve to a path with no project.properties file for project Z:\JavaLibs\unity-ads
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: Total time: 1 second
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: UnrealBuildTool Exception: System.IO.FileNotFoundException: Could not find file ‘C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Intermediate/Android/APK/bin/Zombie_Runner-debug.apk’.
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: File name: ‘C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Intermediate/Android/APK/bin/Zombie_Runner-debug.apk’
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at UnrealBuildTool.UEDeployAndroid.MakeApk(AndroidToolChain ToolChain, String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage, Boolean bDisallowPackagingDataInApk)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at UnrealBuildTool.UEDeployAndroid.PrepTargetForDeployment(UEBuildTarget InTarget)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String] Arguments)
UATHelper: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 69.3758384s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Unreal Engine\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe Zombie_Runner Android Shipping -Project=“C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Zom
bie_Runner.uproject” “C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Zombie_Runner.uproject” -remoteini=“C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.10.30-22.58.32.txt’
UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary
2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary
2 EnvVars)
UATHelper: Packaging (Android (ETC2)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (Android (ETC2)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride, Dictiona
ry2 InTargetToManifest) UATHelper: Packaging (Android (ETC2)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Android (ETC2)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Android (ETC2)): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Android (ETC2)): at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Android (ETC2)): at AutomationTool.Automation.Process(String] Arguments) UATHelper: Packaging (Android (ETC2)): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Android (ETC2)): at AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
UATHelper: Packaging (Android (ETC2)): at AutomationTool.Program.Main()
UATHelper: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
Any clue as to what I can do?
- Remove [PROJECT_FOLDER]/Intermediate/Android
- Look at “Plugin Updates” section in official documentation. In 4.13 you don’t need to copy Google Play Services to the engine folder so you should remove it.
- Plugin versions aren’t compatible between different UE4 versions. Every plugin version has properly engine version so for UE 4.13 you should use UMA 1.6.0 (the newest).
Okay. So I deleted and reinstalled all android libraries, deleted all plugin related stuff, and followed the installation instructions to the t with the latest plugin version on sellfy.
here is my error now:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: Making .apk with Ant… (note: it’s safe to ignore javac obsolete warnings)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: [javac] Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: [javac] Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: BUILD FAILED
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: C:\NVPACK\android-sdk-windows ools\ant\build.xml:888: The following error occurred while executing this line:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: C:\NVPACK\android-sdk-windows ools\ant\build.xml:890: The following error occurred while executing this line:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: C:\NVPACK\android-sdk-windows ools\ant\build.xml:902: The following error occurred while executing this line:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: C:\NVPACK\android-sdk-windows ools\ant\build.xml:283: null returned: 2
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool:
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: Total time: 3 minutes 8 seconds
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: UnrealBuildTool Exception: System.IO.FileNotFoundException: Could not find file ‘C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Intermediate/Android/APK/bin/Zombie_Runner-debug.apk’.
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: File name: ‘C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Intermediate/Android/APK/bin/Zombie_Runner-debug.apk’
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at UnrealBuildTool.UEDeployAndroid.MakeApk(AndroidToolChain ToolChain, String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage, Boolean bDisallowPackagingDataInApk)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at UnrealBuildTool.UEDeployAndroid.PrepTargetForDeployment(UEBuildTarget InTarget)
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String] Arguments)
UATHelper: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 290.510956s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Unreal Engine\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe Zombie_Runner Android Shipping -Pro
UATHelper: Packaging (Android (ETC2)): ject=“C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Zombie_Runner.uproject” “C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner\Zombie_Runner.uproject” -remoteini=“C:\Users\Zach\Desktop\War on Zombies 4.13\Zombie_Runner” -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.10.
31-13.21.25.txt’
UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars, SpewFilterCallbackType SpewFilterCallback) UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary
2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars) UATHelper: Packaging (Android (ETC2)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary
2 EnvVars)
UATHelper: Packaging (Android (ETC2)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) UATHelper: Packaging (Android (ETC2)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars, Nullable
1 InChangelistNumberOverride, Dictiona
ry2 InTargetToManifest) UATHelper: Packaging (Android (ETC2)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) UATHelper: Packaging (Android (ETC2)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) UATHelper: Packaging (Android (ETC2)): at AutomationTool.BuildCommand.Execute() UATHelper: Packaging (Android (ETC2)): at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) UATHelper: Packaging (Android (ETC2)): at AutomationTool.Automation.Process(String] Arguments) UATHelper: Packaging (Android (ETC2)): at AutomationTool.Program.MainProc(Object Param) UATHelper: Packaging (Android (ETC2)): at AutomationTool.InternalUtils.RunSingleInstance(Func
2 Main, Object Param)
UATHelper: Packaging (Android (ETC2)): at AutomationTool.Program.Main()
UATHelper: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
OK, so please go to Project Settings -> Android -> Ant Verbosity change to Verbose. Next, try to build again and send me build logs.
Uninstalled and deleted NVpack
fresh install of UE 4.13
Reinstalled android works 1R4, (did not install Nsight, as project is blueprint only, read it caused issues)
deleted “Plugins” “Build” “Intermediate” “Binaries” and “Saved”.
Game was finally able to build (ETC2, shipping, not distibution). Must have been something held over from converting from 4.10
Copied latest plugin to plugin folder.
Copied latest libraries
Plugin active, android settings according to guide.
downloaded android sdk 22, as well as build tools just in case.
opened build.xml in wordpad and changed java target and source from 1.5 to 7 as described. (made copy just in case I need a different tool)
copied new ant.bat and ant.orig.bat
Mopub and adcolony are set up online, so enabled adcolony in plugin settings.
Build Successful!
I guess the issue was the holdover files from 4.10! Thanks for all your help, hopefully if anyone else has this issue, deleting those folders will help.
Super awesome! I’m glad that it works now for you
UNIVERSAL MOBILE ADS 2.0 - requests!
It’s really close! I have plans to release completely new Universal Mobile Ads 2.0 with rewritten system and new features.
**What features do you want? What should I improve?
**
You have a chance to request everything you want!
For all current customers, upgrade will be FREE!