@@Future-DeveloperHi, Building game for Android devices takes 4 hrs + in ue5, so how will i test/preview game live on ue5 ? Unity has unity remote to live test/preview game on Android mobile. Building game everytime which takes 4hrs + to test on mobile is not possible, is there anyway to test ue5 games live/preview on Android mobile ?
Good Stuff Bro, glad to see that someone else knows how to do this and I can confirm it's working. I too am trying to learn and get more into making Android Games. :D
This tutorial is fantastic!! it really helped me understand the full process to get the Android connectivity to Unreal. What would be great now would be some guidance on Unreal to create interactivity and HUD menus. Thank you very much.👍
Thank you for finishing this video ive seen so many videos and unreal questions and all of them never reach the stage of installing it on the device. working on getting it working and sharing this video amongst the community.
You used to have to do this in unity but then they realized how dumb that was. Hence why 90 percent of mobile games are made with unity and not unreal.
hello,i liked your video and followed along,but i get an error that says: LogPlayLevel: UAT: BUILD FAILED PackagingResults: Error: Launch failed! Unknown Error
how can we do this for iphone , can you make a video about it, no one literally nobody has put a detailed video as urs on the internet, make more such videos we are eternally grateful
my build keeps failing with this error: "unreal engine 5 Error: ERROR: Installation of apk 'C:.......myproject-arm64.apk' failed: [INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113]" The forums say that UE5 does not support arm7 (32bit architecture) anymore, only arm64... I have to go back to UE4... wtf...
Great tutorial. first I had an issue when I build it. It says an Unknown error. I was using an SDK located outside the C partition. Then when I used the Android inbuild SDK where located in the C it worked.
The latest version probably has some new features or improvements that 4.0 doesn't have, and in terms of Unreal Engine, you have to use version 4.0 because later versions aren't supported.
Hello thanks for the tutorial... i get this error about the size.... ERROR: Stage Failed. Could not build OBB D:\UNREAL\Dali\Dali_Perforce\MULTIPLAYER\VRE-DragonIK-VRIK-master\Saved\StagedBuilds\Android_ASTC.obb. The file may be too big to fit in an OBB (2 GiB limit) Do you know how can i optimize that?
I'm sorry, I didn't get this error so I don't know what to do. Maybe youre not using the correct version of UE, this video was made for UE5, it doesn't seem to work for UE5.1 for me. Or if that's not the issue, than you could always try posting your problem on the unreal engine forums, someone there might help!
Hey Man @AR Dev, any thoughts on nailing down Full Screen for Android Devices? Not sure if you've run into the issue so I am curious about what you do differently if you know something..
Hey @deygus. I'm not sure what you mean. When you build your project does it only show up on a portion of the screen but not in fullscreen or something else?
@@Future-Developer All Good, I don't always explain things the best anyhow but yes that exactly. My Mobile Game Project is pretty much, been diving down a rabit hole over the last few days trying to fix the issue to release.
@@deygus Maybe it has to do something with widget blueprints that you use or a setting that you turned off or on by accident. I haven't had this issue that you're describing but I think that might have something to do with it. You could also always go to the unreal forums and post your question. Are you releasing your mobile game? What is it about? I'd be interested to know! 🤔
@@Future-Developer I figured it out sort of, a lot of documentation isn't as helpful which I usually try to look at and understand first and foremost before asking anyone for help but yeah I do sometimes in the UE Forums but not always as helpful either due to confusion or figuring it out while waiting for help etc, thought maybe you might know something perhaps, just took me 5 days of endless trials to find a partial solution and finally figured it out last night except for fitting the camera notch in my phone -- no idea about that part yet but at least its halfway working now mostly. I had to modify the camera blueprint and settings to get it to work. Yes, I am releasing it soon as I finish two more things in it. It's just a simple puzzle platformer.
I also had trouble with building to android with UE 5.1 at first, but this Unreal Forums helped me solve this issue: forums.unrealengine.com/t/error-uat-ld-lld-error-undefined-symbol-aarch64-swp8-acq-rel-ue5-1/693154 ^Let me know if this helps or not
Hi. Thanks for your great video tutorial. I have subscribed to your channel. The camera won't start on my phone, and I can't even touch it. What's the problem?
EDIT: Everything else is working, but I've got an error. It says ERROR INSTALLING APK :( where and how can I install APK ? I have just paid 120$ for the same thing ! I wish I could find your tutorial a few hours before :D :D :D Amazing Tutorial, thanks a lot !
i have an error when i try to packaging my project, it says "PackagingResults: Error: Launch failed! Missing UnrealGame binary. You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UnrealGame " anyone have a clue?
Hii, I have few issues with the stationary static meshes while building for Android. Please can you share your contact details, so that I can send you some screenshots & videos of the issue.
I am getting some weird " Could not initialize class org.codehaus.groovy.reflection.ReflectionCache " exceptiion as well as 3 red errors : LogPlayLevel: Error: UAT: Caused by: java.lang.ExceptionInInitializerError: Exception org.codehaus.groovy.GroovyBugError [in thread "Daemon worker"] LogPlayLevel: Error: UAT: > Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"] LogPlayLevel: Error: UAT: ERROR: cmd.exe failed with args /c "(my location)\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug
also for some reason the jre folder in Android Studio is almost empty apart from having a bin folder so i have to use the actual java installation as directory for UE5, dont know if this has anything to do with it
I'm sorry that it took me so long to respond to you. I also had trouble with building to android with UE 5.1 at first, but this Unreal Forums helped me solve this issue: forums.unrealengine.com/t/error-uat-ld-lld-error-undefined-symbol-aarch64-swp8-acq-rel-ue5-1/693154 ^Let me know if this helps or not
@ARDev What about ArCore. The camera feed isn't coming through, but everything else works. But can't use AR if the real world isn't there.. Using the AR template
@@stevepk5421 Building the AR template works fine for me (I think that's what you're asking about). Maybe make a new AR template project to see if that fixes the issue. Its possible that you have changed a setting that starts the AR session or something similar which prevents you from seeing anything on your screen
@AR Dev did you run it in your phone? I am talking about 5.1. It builds fine for me too,but the camera feed doesn't come through when running. I can place objects and it scans for planes but I don't see the camera feed.
finally a tutorial that doesnt stop after they package the game and then call it a day.
it does package and stop lol did you watch it all
one of best tutorials ever seen on UE4 setup
Awesome! Im glad this helped!
Thank you for such amazing tutorial! Starting from zero, assuming absolutely nothing about the user side. Thank you. Great video!
good work man nobody else has a easy to follow along tutorial!
I'm so happy I helped!
@@Future-DeveloperHi,
Building game for Android devices takes 4 hrs + in ue5, so how will i test/preview game live on ue5 ?
Unity has unity remote to live test/preview game on Android mobile.
Building game everytime which takes 4hrs + to test on mobile is not possible, is there anyway to test ue5 games live/preview on Android mobile ?
Definitely getting me in the right direction. I'm attempting to understand the logic of this whole process better. Thank you for your knowledge.
You got this!
@@Future-Developer Ended up making it work.
Good Stuff Bro, glad to see that someone else knows how to do this and I can confirm it's working. I too am trying to learn and get more into making Android Games. :D
Sometimes I wonder if my tutorial actually helped someone. I'm so glad that it did!
@@Future-Developer Yeah I know the feeling, keep at it! ;0)
Does this work still or is there an update
i had no issues, worked first try. cant thank you enough man
(edit: second time watching, needed your assistance, thanks again)
This tutorial is fantastic!! it really helped me understand the full process to get the Android connectivity to Unreal.
What would be great now would be some guidance on Unreal to create interactivity and HUD menus.
Thank you very much.👍
My game crashes after the unreal engine splash screen
Thank you for finishing this video ive seen so many videos and unreal questions and all of them never reach the stage of installing it on the device. working on getting it working and sharing this video amongst the community.
In Unity, we do not have to do all this. Unreal should also be like that.
Agreed! I also wish the process was faster and easier
@@Future-DeveloperMy game crashes at the ue5 splash screen, I have done all the steps but unfortunately it's crashing 😕.
You used to have to do this in unity but then they realized how dumb that was. Hence why 90 percent of mobile games are made with unity and not unreal.
You saved my time. thank you!
Great video. Thanks ALOT
best video for build game in unreal engine in youtube
Thank you so much it's work🙏🙏
Thank you for this, extremely helpful
Thank you so much! 🙏 This is Very helpful!
thank you so much
hello,i liked your video and followed along,but i get an error that says: LogPlayLevel: UAT: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
how can we do this for iphone , can you make a video about it, no one literally nobody has put a detailed video as urs on the internet, make more such videos we are eternally grateful
my build keeps failing with this error:
"unreal engine 5 Error: ERROR: Installation of apk 'C:.......myproject-arm64.apk' failed: [INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113]"
The forums say that UE5 does not support arm7 (32bit architecture) anymore, only arm64... I have to go back to UE4... wtf...
Yea, unfortunately UE5 doesn't support arm7
Thanks, it worked
im getting launch failed unknown error
Great tutorial. first I had an issue when I build it. It says an Unknown error. I was using an SDK located outside the C partition. Then when I used the Android inbuild SDK where located in the C it worked.
thx verry nice and work 100% ! thx thx thx
hello, What is different between android studio 4.0 and the latest version?
The latest version probably has some new features or improvements that 4.0 doesn't have, and in terms of Unreal Engine, you have to use version 4.0 because later versions aren't supported.
hello does this work for ue5.1 ? I did everything as the 5.1 documentation in website but the packaging fails everytime
Version: 5.3.2-29314046+++UE5+Release-5.3 it's working on my version
@@Erador_ for me it was an error in my project I fixed it
Hello thanks for the tutorial... i get this error about the size....
ERROR: Stage Failed. Could not build OBB D:\UNREAL\Dali\Dali_Perforce\MULTIPLAYER\VRE-DragonIK-VRIK-master\Saved\StagedBuilds\Android_ASTC.obb. The file may be too big to fit in an OBB (2 GiB limit)
Do you know how can i optimize that?
Brother will it work for 5.3 or for 5.0
Idk why, but it's not working for me. I got "NDKROOT is not specified; cannot use Android toolchain." error
I'm sorry, I didn't get this error so I don't know what to do. Maybe youre not using the correct version of UE, this video was made for UE5, it doesn't seem to work for UE5.1 for me. Or if that's not the issue, than you could always try posting your problem on the unreal engine forums, someone there might help!
It means either you have not specified the ndk path in ue4 project settings or the path you specified was wrong.
i tried it on Unreal Engine 5.3 and didnt work! do u have a solution ?
Hey Man @AR Dev, any thoughts on nailing down Full Screen for Android Devices? Not sure if you've run into the issue so I am curious about what you do differently if you know something..
Hey @deygus. I'm not sure what you mean. When you build your project does it only show up on a portion of the screen but not in fullscreen or something else?
@@Future-Developer All Good, I don't always explain things the best anyhow but yes that exactly. My Mobile Game Project is pretty much, been diving down a rabit hole over the last few days trying to fix the issue to release.
@@deygus Maybe it has to do something with widget blueprints that you use or a setting that you turned off or on by accident. I haven't had this issue that you're describing but I think that might have something to do with it. You could also always go to the unreal forums and post your question.
Are you releasing your mobile game? What is it about? I'd be interested to know!
🤔
@@Future-Developer I figured it out sort of, a lot of documentation isn't as helpful which I usually try to look at and understand first and foremost before asking anyone for help but yeah I do sometimes in the UE Forums but not always as helpful either due to confusion or figuring it out while waiting for help etc, thought maybe you might know something perhaps, just took me 5 days of endless trials to find a partial solution and finally figured it out last night except for fitting the camera notch in my phone -- no idea about that part yet but at least its halfway working now mostly. I had to modify the camera blueprint and settings to get it to work. Yes, I am releasing it soon as I finish two more things in it. It's just a simple puzzle platformer.
Your method does not work on unreal engine 5.1.1 for android packaging.
on which version does it work? I'm trying to use with UE 5.3, so far got the apk, but it doesn't want to start on android device.
Do you have a solution for UE4 as well? Nothing works for me...
it tells me "SDK Verification failed. Would you like to attempt the Launch On anyway?"
Hello can you please check its not working with ue5.1
I also had trouble with building to android with UE 5.1 at first, but this Unreal Forums helped me solve this issue: forums.unrealengine.com/t/error-uat-ld-lld-error-undefined-symbol-aarch64-swp8-acq-rel-ue5-1/693154
^Let me know if this helps or not
Hi. Thanks for your great video tutorial. I have subscribed to your channel. The camera won't start on my phone, and I can't even touch it. What's the problem?
How to install cryengine on android
EDIT: Everything else is working, but I've got an error. It says ERROR INSTALLING APK :( where and how can I install APK ?
I have just paid 120$ for the same thing !
I wish I could find your tutorial a few hours before :D :D :D
Amazing Tutorial, thanks a lot !
why do we need Android studio 4.0 ? can't it be more recent one?
What did you use?
It's per Unreal's documentation instructions to use 4.0
mine is still not working can u help me?
i have an error when i try to packaging my project, it says "PackagingResults: Error: Launch failed! Missing UnrealGame binary.
You may have to build the UE project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UnrealGame " anyone have a clue?
or is it bcs i'm using unreal engine 5.3?
when it said vs 2022 i was out since there intellisense setup is such bs
🥰
Warning: WARNING: Failed to start Android file server for com.My_AR.UE5, skipping deploy for BSN4C19514001270
how do i resolve this error??
Hey bro does this work on latest update of Android SDK framework
When u gonna update this for 5.1..?
Please..
czcams.com/video/sXfbLx_3FII/video.html
How to i fix error Directory must be empty
i meant The Binaries for this Target Platform are not currently installed, would you like to use the Launcher to download them? in unreal engine 5
didn't work for me
Hii, I have few issues with the stationary static meshes while building for Android. Please can you share your contact details, so that I can send you some screenshots & videos of the issue.
Discord: ARdev#3748
pleas do adMob PLeaseeeeeeeeeeeeeeeeeeeeeeeeeeeee
how vr is working in mobile ,noob
I am getting some weird " Could not initialize class org.codehaus.groovy.reflection.ReflectionCache " exceptiion as well as 3 red errors :
LogPlayLevel: Error: UAT: Caused by: java.lang.ExceptionInInitializerError: Exception org.codehaus.groovy.GroovyBugError [in thread "Daemon worker"]
LogPlayLevel: Error: UAT: > Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"]
LogPlayLevel: Error: UAT: ERROR: cmd.exe failed with args /c "(my location)\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug
also for some reason the jre folder in Android Studio is almost empty apart from having a bin folder so i have to use the actual java installation as directory for UE5, dont know if this has anything to do with it
I'm sorry, I don't know how to deal with this issue. Maybe try searching the unreal forums or reddit if you haven't already!
How to work with UE 5.1??? Please help ASAP
I'm sorry that it took me so long to respond to you. I also had trouble with building to android with UE 5.1 at first, but this Unreal Forums helped me solve this issue: forums.unrealengine.com/t/error-uat-ld-lld-error-undefined-symbol-aarch64-swp8-acq-rel-ue5-1/693154 ^Let me know if this helps or not
@ARDev What about ArCore. The camera feed isn't coming through, but everything else works. But can't use AR if the real world isn't there..
Using the AR template
@@Future-Developer What about AR android?
@@stevepk5421 Building the AR template works fine for me (I think that's what you're asking about). Maybe make a new AR template project to see if that fixes the issue. Its possible that you have changed a setting that starts the AR session or something similar which prevents you from seeing anything on your screen
@AR Dev did you run it in your phone? I am talking about 5.1. It builds fine for me too,but the camera feed doesn't come through when running. I can place objects and it scans for planes but I don't see the camera feed.