# Unreal4.26.2 can't packaging for Android, even if the project is empty

**URL:** <https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526>\
**Category:** Mobile\
**Tags:** unreal-engine, Android\
**Created:** [June 21, 2021, 4:37am UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526 "2021-06-21T04:37:20Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![moni\_CN](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@moni\_CN](https://forums.unrealengine.com/u/moni_CN)\
**Post date:** [June 21, 2021, 4:37am UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/1 "2021-06-21T04:37:21Z")

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```auto
UATHelper: Packaging (Android (ETC2)): > Task :downloader_library:bundleLibRuntimeToJarDebug
UATHelper: Packaging (Android (ETC2)): > Task :permission_library:bundleLibCompileToJarDebug
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): > Task :app:compileDebugJavaWithJavac FAILED
UATHelper: Packaging (Android (ETC2)): The following annotation processors are not incremental: compiler-1.1.1.jar (android.arch.lifecycle:compiler:1.1.1).
UATHelper: Packaging (Android (ETC2)): Make sure all annotation processors are incremental to improve your build speed.
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): > Task :permission_library:bundleLibRuntimeToJarDebug
UATHelper: Packaging (Android (ETC2)): Y:\app\src\main\java\com\epicgames\ue4\GameActivity.java:3217: ����: �Ҳ�������
UATHelper: Packaging (Android (ETC2)): powerManager.addThermalStatusListener(getMainExecutor(), new PowerManager.OnThermalStatusChangedListener() {
UATHelper: Packaging (Android (ETC2)): ^
UATHelper: Packaging (Android (ETC2)): ����: �� OnThermalStatusChangedListener
UATHelper: Packaging (Android (ETC2)): λ��: �� PowerManager
UATHelper: Packaging (Android (ETC2)): ע: ĳЩ�����ļ�ʹ�û򸲸����ѹ�ʱ�� API��
UATHelper: Packaging (Android (ETC2)): ע: �й���ϸ��Ϣ, ��ʹ�� -Xlint:deprecation ���±��롣
UATHelper: Packaging (Android (ETC2)): 1 ������
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Execution failed for task ':app:compileDebugJavaWithJavac'.
UATHelper: Packaging (Android (ETC2)): > Compilation failed; see the compiler error output for details.
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): 52 actionable tasks: 50 executed, 2 up-to-date
UATHelper: Packaging (Android (ETC2)): * Try:
UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ETC2)):   
UATHelper: Packaging (Android (ETC2)): BUILD FAILED in 25s
UATHelper: Packaging (Android (ETC2)): ERROR: cmd.exe failed with args /c "D:\MyGits\UE\kong\game0\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "D:\MyGits\UE\kong\game0\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (ETC2)): Took 28.3920365s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool failed. See log for more details. (C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.26\UBT-game0-Android-Development.txt)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error

```

- I used the official recommended configuration:  
“platforms;android-28” “build-tools;28.0.3” “cmake;3.10.2.4988404” “ndk;21.4.7075529”

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<div class="post-metadata">

**Author:** ![moni\_CN](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@moni\_CN](https://forums.unrealengine.com/u/moni_CN)\
**Post date:** [June 22, 2021, 2:16am UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/2 "2021-06-22T02:16:00Z")

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**2021-6-23 re-edit**  
**Finally, I solved the problem** 🥳  
Inadvertently saw the post of @Peemard .  
I selected everything above Android 4.3 (Jellybean) API level 18.

 ![02](https://d3kjluh73b9h9o.cloudfront.net/original/3X/7/2/72f19539fcf2303aa7493961ac70766e87c16787.png)

- His post is linked below:  
[Android builds do not work anymore - #7 by Peemard](https://forums.unrealengine.com/t/android-builds-do-not-work-anymore/139067/7)

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**Author:** ![David\_Ee](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@David\_Ee](https://forums.unrealengine.com/u/David_Ee)\
**Post date:** [June 22, 2021, 2:28am UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/3 "2021-06-22T02:28:56Z")

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Try following the setup guide for android SDK and NDK here [Link](https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/).  
Look at the section “Android SDK and NDK Compatibility” for the required android studio version and NDK.  
After setup, use one of the mobile template to build to device for testing.

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<div class="post-metadata">

**Author:** ![moni\_CN](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@moni\_CN](https://forums.unrealengine.com/u/moni_CN)\
**Post date:** [June 22, 2021, 4:42pm UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/4 "2021-06-22T16:42:23Z")

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I am frustrated. 🥶I have completed the execution according to the process described in the document, but there is still errors.

- Attached are my error log.  
[Log.txt](https://forums.unrealengine.com/uploads/short-url/9tD25JXaJHwrR9ncHjZNPl9lGc7.txt) (36.6 KB)  
[UBT-game0-Android-Development.txt](https://forums.unrealengine.com/uploads/short-url/hLR2snh9quL32zaJUSI0wzzpvIH.txt) (36.4 KB)

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<div class="post-metadata">

**Author:** ![Peemard](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/peemard/32/764258_2.png) [@Peemard](https://forums.unrealengine.com/u/Peemard)\
**Post date:** [July 20, 2021, 9:41pm UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/6 "2021-07-20T21:41:05Z")

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I’m glad my post was able to help you! Happy development!

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**Author:** ![anonymous\_user\_8e7c4783](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_8e7c4783](https://forums.unrealengine.com/u/anonymous_user_8e7c4783)\
**Post date:** [August 9, 2021, 1:37pm UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/7 "2021-08-09T13:37:15Z")

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这个问题你后来解决了吗 🥶

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<div class="post-metadata">

**Author:** ![moni\_CN](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@moni\_CN](https://forums.unrealengine.com/u/moni_CN)\
**Post date:** [June 19, 2024, 9:56am UTC](https://forums.unrealengine.com/t/unreal4-26-2-cant-packaging-for-android-even-if-the-project-is-empty/236526/8 "2024-06-19T09:56:05Z")

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我是重新找了别人整理好的NDK之类的东西解决的。
