When building shipping andriod games it automatcally switches to devlopment build

Is anyone facing same problem=LogUObjectHash: Compacting FUObjectHashTables data took 0.85ms
LogProjectPackagingSettings: UProjectPackagingSettings FindBestTargetInfo for ‘’ resulted in null FTargetInfo*. Listing targets that were searched:
LogProjectPackagingSettings: End of target list.
LogProjectPackagingSettings: UProjectPackagingSettings FindBestTargetInfo for ‘’ resulted in null FTargetInfo*. Listing targets that were searched:
LogProjectPackagingSettings: End of target list.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ““E:/Games/UE_5.7/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“E:/Projects Unreal/PaintBallTesting/PaintBall.uproject” Turnkey -command=VerifySdk -platform=Android -UpdateIfNeeded -EditorIO -EditorIOPort=5715 -project=“E:/Projects Unreal/PaintBallTesting/PaintBall.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“E:/Projects Unreal/PaintBallTesting/PaintBall.uproject” -unrealexe=“E:\Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -platform=Android -cookflavor=ASTC -SkipCo
okingEditorContent -installed -SkipCookingErrorSummary -JsonStdOut -stage -archive -package -build -clean -pak -iostore -compressed -prereqs -archivedirectory=“E:/vid/New folder/New folder/Android_ASTC/New folder” -distribution -manifests -nodebuginfo” -nocompile -nocompileuat ]
UATHelper: Packaging (Android (ASTC)): Running AutomationTool…
UATHelper: Packaging (Android (ASTC)): Using bundled DotNet SDK version: 8.0.412 win-x64
UATHelper: Packaging (Android (ASTC)): Starting AutomationTool…
UATHelper: Packaging (Android (ASTC)): Parsing command line: -ScriptsForProject=“E:/Projects Unreal/PaintBallTesting/PaintBall.uproject” Turnkey -command=VerifySdk -platform=Android -UpdateIfNeeded -EditorIO -EditorIOPort=5715 -project=“E:/Projects Unreal/PaintBallTesting/PaintBall.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“E:/Projects Unreal/PaintBallTesting/PaintBall.uproject” -unrealexe=E:\Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -platform=Android -cookflavor=ASTC -SkipCookingEditorContent -installed -SkipCookingErrorSummary -Js
onStdOut -stage -archive -package -build -clean -pak -iostore -compressed -prereqs -archivedirectory=“E:/vid/New folder/New folder/Android_ASTC/New folder” -distribution -manifests -nodebuginfo -nocompile -nocompileuat
UATHelper: Packaging (Android (ASTC)): Initializing script modules…
UATHelper: Packaging (Android (ASTC)): Total script module initialization time: 0.84 s.
UATHelper: Packaging (Android (ASTC)): Using D:\Android\vccache\MSBuild\Current\Bin\MSBuild.exe
UATHelper: Packaging (Android (ASTC)): Executing commands…
UATHelper: Packaging (Android (ASTC)): Installed Sdk validity:
UATHelper: Packaging (Android (ASTC)): Android: (Status=Valid, MinAllowed_Sdk=r27c, MaxAllowed_Sdk=r28c, Current_Sdk=r27c, Allowed_AutoSdk=r27c, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists, Support_FullSdk, Sdk_HasBestVersion”)
UATHelper: Packaging (Android (ASTC)): Scanning for envvar changes…
UATHelper: Packaging (Android (ASTC)): … done!
UATHelper: Packaging (Android (ASTC)): Cleaning Temp Paths…
UATHelper: Packaging (Android (ASTC)): BUILD SUCCESSFUL
UATHelper: Packaging (Android (ASTC)): Setting up ProjectParams for E:\Projects Unreal\PaintBallTesting\PaintBall.uproject
UATHelper: Packaging (Android (ASTC)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Android (ASTC)): Running: E:\Games\UE_5.7\Engine\Binaries\ThirdParty\DotNet\8.0.412\win-x64\dotnet.exe “E:\Games\UE_5.7\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” PaintBall Android Development -Project=“E:\Projects Unreal\PaintBallTesting\PaintBall.uproject” -Clean -NoHotReload “E:\Projects Unreal\PaintBallTesting\PaintBall.uproject” -NoUBTMakefiles -remoteini=“E:\Projects Unreal\PaintBallTesting” -skipdeploy -distribution -log=“C:\Users\Manjeet\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_5.7\UBA-PaintBall-Android-Development.txt”
UATHelper: Packaging (Android (ASTC)): Log file: C:\Users\Manjeet\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_5.7\UBA-PaintBall-Android-Development.txt
UATHelper: Packaging (Android (ASTC)): Cleaning PaintBall binaries…
UATHelper: Packaging (Android (ASTC)): Took 2.55s to run dotnet.exe, ExitCode=0
UATHelper: Packaging (Android (ASTC)): Running: E:\Games\UE_5.7\Engine\Binaries\ThirdParty\DotNet\8.0.412\win-x64\dotnet.exe “E:\Games\UE_5.7\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” PaintBall Android Development -Project=“E:\Projects Unreal\PaintBallTesting\PaintBall.uproject” -remoteini=“E:\Projects Unreal\PaintBallTesting” -skipdeploy -distribution -log=“C:\Users\Manjeet\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_5.7\UBA-PaintBall-Android-Development_2.txt”
UATHelper: Packaging (Android (ASTC)): Log file: C:\Users\Manjeet\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_5.7\UBA-PaintBall-Android-Development_2.txt
UATHelper: Packaging (Android (ASTC)): Using ‘git status’ to determine working set for adaptive non-unity build (E:\Projects Unreal\PaintBallTesting).
UATHelper: Packaging (Android (ASTC)): Creating makefile for PaintBall (no existing makefile)
UATHelper: Packaging (Android (ASTC)): Android (12470979, based on r522817c) clang version 18.0.3 ( toolchain/llvm-project - Git at Google d8003a456d14a3deb8054cdaa529ffbf02d9b262)
UATHelper: Packaging (Android (ASTC)): Target: x86_64-w64-windows-gnu
UATHelper: Packaging (Android (ASTC)): Thread model: posix
UATHelper: Packaging (Android (ASTC)): InstalledDir: G:/soft/Android/Sdk/ndk/27.2.12479018/toolchains/llvm/prebuilt/windows-x86_64/bin
UATHelper: Packaging (Android (ASTC)): Android (12470979, based on r522817c) clang version 18.0.3 ( toolchain/llvm-project - Git at Google d8003a456d14a3deb8054cdaa529ffbf02d9b262)
UATHelper: Packaging (Android (ASTC)): Target: x86_64-w64-windows-gnu
UATHelper: Packaging (Android (ASTC)): Thread model: posix
UATHelper: Packaging (Android (ASTC)): InstalledDir: G:/soft/Android/Sdk/ndk/27.2.12479018/toolchains/llvm/prebuilt/windows-x86_64/bin
UATHelper: Packaging (Android (ASTC)): NDK toolchain: r27c, NDK version: 270300, ClangVersion: 18.0.3
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 36927.941406
LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 36928.601562, Update Interval: 326.756195
UATHelper: Packaging (Android (ASTC)): UHT compiled-in object format Default
UATHelper: Packaging (Android (ASTC)): Compiling Native 64-bit code with NDK API ‘android-26’
UATHelper: Packaging (Android (ASTC)): Link: G:\soft\Android\Sdk\ndk\27.2.12479018\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe --gcc-toolchain=“G:/soft/Android/Sdk/ndk/27.2.12479018/toolchains/llvm/prebuilt/windows-x86_64” --sysroot=“G:/soft/Android/Sdk/ndk/27.2.12479018/toolchains/llvm/prebuilt/windows-x86_64/sysroot” -static-libstdc++ -no-canonical-prefixes -shared -Wl,-Bsymbolic -Wl,–no-undefined -Wl,–gc-sections -gz --target=aarch64-none-linux-android26 -DANDROID=1 -march=armv8-a -Wl,-no-pie -fuse-ld=lld -Wl,-soname,libUnreal.so -Wl,–version-script=“E:/Projects Unreal/PaintB
allTesting/Intermediate/Build/Android/a/PaintBall/Development/ExportSymbols.ldscript” -Wl,–build-id=sha1 -Wl,–pack-dyn-relocs=android -Wl,–hash-style=gnu -z max-page-size=16384 -fdiagnostics-absolute-paths -fdiagnostics-color -fdiagnostics-format=msvc -o “E:/Projects Unreal/PaintBallTesting/Binaries/Android/PaintBall-arm64.so” @“E:/Projects Unreal/PaintBallTesting/Intermediate/Build/Android/a/PaintBall/Development/PaintBall-arm64.so.rsp”
UATHelper: Packaging (Android (ASTC)): Building PaintBall…
UATHelper: Packaging (Android (ASTC)): [Adaptive Build] Excluded from EasyMultiSave unity file: EMSActorLoader.cpp, EMSAsyncCheck.cpp, EMSAsyncLoadGame.cpp, EMSAsyncSaveGame.cpp, EMSAsyncStream.cpp, EMSAsyncWait.cpp, EMSFunctionLibrary.cpp, EMSModule.cpp, EMSActors.cpp, EMSData.cpp, EMSLevel.cpp, EMSMisc.cpp, EMSPaths.cpp, EMSVersion.cpp, EMSObject.cpp, EMSObjectBase.cpp
UATHelper: Packaging (Android (ASTC)): [Adaptive Build] Excluded from Narrative unity file: Dialogue.cpp, DialogueAsset.cpp, DialogueBlueprintGeneratedClass.cpp, DialogueSM.cpp, Narrative.cpp, NarrativeComponent.cpp, NarrativeCondition.cpp, NarrativeDataTask.cpp, NarrativeDefaultCinecam.cpp, NarrativeDialogueSequence.cpp, NarrativeDialogueSettings.cpp, NarrativeEvent.cpp, NarrativeFunctionLibrary.cpp, NarrativeNodeBase.cpp, NarrativePartyComponent.cpp, NarrativeQuestSettings.cpp, NarrativeSaveGame.cpp, NarrativeTaskManager.cpp, Quest.cpp, QuestBlueprintGeneratedClass.cpp, QuestSM.cpp, QuestTas
k.cpp
UATHelper: Packaging (Android (ASTC)): Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
UATHelper: Packaging (Android (ASTC)): Executing up to 6 processes, one per physical core
UATHelper: Packaging (Android (ASTC)): Requested 1.5 GB memory per action, 7.53 GB available: limiting max parallel actions to 5
UATHelper: Packaging (Android (ASTC)): Using Unreal Build Accelerator local executor to run 50 action(s)
UATHelper: Packaging (Android (ASTC)): Storage capacity 40Gb
UATHelper: Packaging (Android (ASTC)): ---- Starting trace: 260322_215938 ----
UATHelper: Packaging (Android (ASTC)): UbaServer - Listening on 0.0.0.0:1345

Hello there @IMFManjeet!

Checking through your log with my peers, I think the main problem lies here, at the very start:

LogProjectPackagingSettings: UProjectPackagingSettings FindBestTargetInfo for ‘’ *
resulted in null FTargetInfo. Listing targets that were searched:

LogProjectPackagingSettings: End of target list.

This means that the engine is looking for a valid shipping target, and failing to do so, which then defaults to Android Development, here:

UATHelper: Packaging (Android (ASTC)): Running: E:\Games\UE_5.7\Engine\Binaries\ThirdParty\DotNet\8.0.412\win-x64\dotnet.exe “E:\Games\UE_5.7\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” PaintBall Android Development -Project=“E:\Projects Unreal\PaintBallTesting\PaintBall.uproject” -Clean -NoHotReload “E:\Projects Unreal\PaintBallTesting\PaintBall.uproject” -NoUBTMakefiles -remoteini=“E:\Projects Unreal\PaintBallTesting” -skipdeploy -distribution -log=“C:\Users\Manjeet\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+Games+UE_5.7\UBA-PaintBall-Android-Development.txt”

In your project settings screenshot, the build target is empty. That field should be set for your .cs file, most likely called PaintBall.Target.cs or PaintBallGame.Target.cs.

Once you correct that, I would also suggest clearing up your build’s cache, via navigating to your project’s main directory, and deleting folders Binaries, Intermediate, and Saved. After that’s completed. locate your .uproject file, right click on it, and pick “Generate Visual Studio project files”. Then reopen UE, and allow your project to rebuild. Now you can test building again.

As for GooglePAD, it should not interfiere with the process. I did find a few cases in the community stating that the plugin requires a distribution build, but you already have that tag enabled. If the issue remains active after the changes above, it would be worth testing one build with the plugin disabled.

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i converted my project to c++ then it worked thanks

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