[5.1] 'Missing precompiled manifest' error when building code plugin for Android

BujakD
Wed, 16 Nov 2022 12:56:56 +0000
Mobile

Hi,

I try to build some code plugins for marketplace release for 5.1 for Android platform. Unfortunately I get and error:

NDK toolchain: r21e, NDK version: 210500, ClangVersion: 9.0.9
Parsing headers for UnrealGame
  Running Internal UnrealHeaderTool C:\Users\Dawid\Downloads\PluginBuildDir\CooldownComponent\HostProject\HostProject.uproject C:\Users\Dawid\Downloads\PluginBuildDir\CooldownComponent\HostProject\Intermediate\Build\Android\arm64\UnrealGame\Development\UnrealGame.uhtmanifest -WarningsAsErrors -installed
Total of 6 written
Reflection code generated for UnrealGame in 0.9663007 seconds
Missing precompiled manifest for 'Launch', 'C:\Program Files\Epic Games\UE_5.1\Engine\Intermediate\Build\Android\arm64\UnrealGame\Development\Launch\Launch.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override. If part of a plugin, also check if its 'Type' is correct.

The command i’m using is:

RunUAT.bat BuildPlugin -Plugin="C:\...\CooldownComponentPlugin.uplugin" -Package="C:\...CooldownComponent" -TargetPlatforms=Win64+Android -Rocket

Note that it only fails when compiling for Android, Windows is OK. Exactly the same command works firne for 5.0 and 4.27.

What I’ve tried:

1. Upgrade android sdk’s and ndk’s (but maybe I messed something up?)

2. Put some random stuff into .build.cs:

        PrecompileForTargets = PrecompileTargetsType.Any;
        Type = ModuleType.CPlusPlus;
        bUsePrecompiled = true;

15 posts - 10 participants