Unreal Engine 5, Android game Failed to open descriptor file

I am having issues trying to deploy my game through google play and whenever I launch the game it crashes on the splash screen and says failed to load the descriptor file.
When I press okay the game crashes and if I try to reload the game it just keeps doing the same thing.
I configured my settings the way it was shown in (Packaging Android Projects in Unreal Engine | Unreal Engine 5.0 Documentation).

The only crash report I have shows: Native crash at signal 11 (SIGSEGV), in split_config.arm64_v8a.apk!libUnreal…

I am currently using:
Unreal Engine 5.0.2,
Android Studio 4.0
Visual Studio 2019
Pixel 2 on android 11 & Pixel 5 on android 12

With:
SDK: Target 30, Minimum 23
NDK: 21.4.7075529
JDK: 1.8.0_241
This is my log from when Packaging the Game for Android ATSC

This is my log for when I Quick Launch onto my Pixel 2 (same result for Pixel 5)

This is the screen that loads, as soon as you click Ok the game crashes, relaunching results in the same image:

These are my packaging, android, and Android SDK settings.

I have tried using Android Studio 3.5.3, as well as Visual Studio Code 2021.

I have tried changing
SDK, Target (21-31) Minimum (9-23)
NDK, (21.1.6452462),(24.0.8215888)
JDK, (1.8.0_77),(1.8.0_112),(1.8.0_202),(18.0.1.1)
based on forum suggestions all with either the same results or without packaging at all.

Other Things I’ve tried:

https://www.reddit.com/r/unrealengine/comments/oa75b3/ue426_maybe_its_the_answer_of_failed_to_open/

https://mediacbl.com/unreal-engine/fail-open-descriptor-file-and-ue4-exe-debug-vs/

I would really appreciate any suggestions or fixes anyone can think of, this is my first time posting a question so hopefully I have provided enough information to help.

Thank you to everyone in advance!

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The same problem occurred on the linux platform, Does anyone has any idea to solve?

Check the Engine/Binaries directory, if not exist, try to create it manually.

This problem has been reproduced in Linux platform.

I found the root course is the engine will search the root path in below code block

Thanks for the suggestion, still not working though.
The Binaries already existed but I tried deleting and repackaging and it generated the file again but still with no change in my end result.
Back to the drawing board.

I not familar Android platform, but when I package project in Linux, the uproject file seems not be packaged in the pak file.

Can you try add a uproject file to your final package?

Just wanted to weigh in quickly… I was having the same problem (among many others) after upgrading an AR project from 4.27 to 5.0. I SEEM to have resolved them by some combination of the following things:

  • Downgraded NDK to v21.1.6352462 (r21b) from v21.4.7075529 (r21e)
  • Set package mode to ‘Development’ instead of ‘Shipping’
  • Unchecked ‘Package game data inside .apk?’
  • Explicitly set SDK & NDK paths
  • Set SDK API Level to ‘matchndk’
  • Added ‘android.permission.WRITE_EXTERNAL_STORAGE’ and ‘android.permission.READ_EXTERNAL_STORAGE’ extra permissions

As a disclaimer, I have yet to do a full release cycle with this and I’m still dreading getting everything to work on Mac for iOS…but I am again able to run my app on my test Samsung Galaxy S9+.

Hope this helps somebody!

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image
I’m not sure, I have little familiarity with Android and none with Linux, but the uProject seems to be in my package so I don’t know that that is would be my issue?

I tried with the settings you provided and am still getting my error, my issue may be something else I’ve done, I’m not sure.

I’m getting this issue on Linux as well but from Cross-Compiling on Windows then testing on a Linux machine. I’ve only done development builds so far. Would appreciate a solution!

For me the fix in Unreal Engine 5.2 is to disable Android File Server from Project Settings.

And here is my Android Settings:

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thank you - disabling Android file Server worked for me in 5.4.1

1 Like