I have tears streaming down my face.... the build process going through without any red ERROR popping up is just too overwhelming... You sir! are a hero! I've saved all the installers and SDK/NDK needed references into a single folder, EPIC should so the same and just provide a single download source for each working combination...
Let me know if this short runthrough saved you some time and headaches! Update: To find out which SDK to install, connect your Phone, fire up UE and under Device Manager at 14:25 it shows you what API/SDK Level you need.
One of the most in-depth tutorial on setting up Android development environment for Unreal... a dreaded process made easy and it actually works! Thank you! 🙌🙌🙌
You're a legend, it should not be this awkward and complicated to package a simple app for android. Be it AR or VR. Thank you for making this, it's a great reference point.
I could not be more grateful, thank you so much for this. After two full days of struggling and trying to truly understand all the settings and failing, I came across your video. Your combination as well as the extra downloads required fixed my setup first time. Thank you good sir.
After 12 hours of work on stupid Android/Java packaging, your video is by far the best and most reliable method out there. AVOID ENVIRONMENT VARIABLES AND CHANGING DEFAULT INSTALLATION FOLDER LOCATIONS AT ALL COSTS.
Nils, your place in heaven (of your choice) is assured. Thank you so much for all the work you did in figuring this out. And then, making a clear and complete video teaching us. You did all of this, not just yourself, but for all of us. It is very kind and very generous of you. I must confess feeling quite a bit of annoyance with the Unreal VR/AR video. Though very well made, totally incomplete! As evidenced by all the work shown in this video. I followed every step of your video and I was able to load the AR app on my phone. Shout out to @PabloA for his config file tip also. Now it works! Yay! Nils, you are my new best friend forever (give or take) and at the top of my Christmas List (page 2). If you're ever in the PNW of America, coffee and dessert are on me :-)
Such kind words haha. Yes, the AR/VR side of things seemed to be left behind in all of the UE Updates... however they seem to be actively working on fixing that. Fell in love with Portland and Seatle on my America Roadtrip 3 years ago. So who knows, I might take you up on that offer :) Glad I was able to help!
2 things to add to help viewers, well done tutorial by the way!... 1. Make sure in windows Explorer to show hidden files and folders. You can find in view options at the top and view tab.. 2. At 10:16. all the file paths you describe correctly, but for the NDK path you click the correct folder but dont mention it by name in the audio , the 21.16 folder inside the NDK folder is the path you need.
mate... i got my quest 2 in january and ive been trying to do this since then. All the other tutorials came nowhere near tackling my problems with the sheer web of interpendencies in this damn subject. U deserve the best. Cheers.
in Unity, all this will be automatically done & dealt with, using Unity Hub! but In Unreal, everyone should go through weeks of Pain & misery to figure this out, and then After a new Unreal Version rolls out, everything just collapses !!! 🤐🤐🤐🤐🙁🙁🙁🙁🤐🤐😑😑😐😐😑😑😐😐🤐🤐🙁🙁 Thanks for this amazing walkthrough.
OMG THANKS Niels! after quite some hours of failing to make it run, you helped me out here! THANKS again for your efforts and sharing, highly appreciated :*
Can I nominate you for a Nobel Peace Prize? Thank you, thank you, thank you! I still can't believe my project actually built to the Quest. Three days of anguish with UE5 and after 15 min with your video it finally works. You sir are an international hero.
Congratulations, grateful for this, the best tutorial without a doubt, well explained, with all the necessary details to be able to configure it on Android. Let's see if Epic Games wakes up and updates the settings or simply makes them easier and more direct as happens in other programs. If I ever see you, I'll give you a box of beers...thank you, thank you, thank you very much.
I've had a lot of trouble with this in 5.3. I've used the updated settings per Unreal's documentation, but if you did any other modifications, please let me know
Thank you so much! I've been bashing my head against a wall getting it to work the last 2 days, and the documentation is pretty much non-existent, nothing in there is anywhere as useful as your video.
amazing video. I don't know how you managed to get all the right versions for this thing to work, but I sure appreciate you doing it and sharing it with us. not all heroes ware a cape I suppose...
A lot of research, I can promise you that. The point behind me starting to do these Tutorials was "How tf is there no tutorial for this topic? You know what, I´ll figure this out and make my own."
Guys if you have an error that says: Execution failed for task ':app:packageDebug' and you were trying to setup sdk on your own before watching this video, then the possible fix for this error is to delete files .andoid, .graddle, .dotnet from C:\Users\[USERNAME] and try to package again, it worked for me and i hope it will work for you
Thanks for the video, sadly your same config didn't really work for my UE5.0.1 setup but was crucial to understand where to download Android components, what solved my problem was to change the SDK api level to "matchndk", so it uses the proper one and change the ndk version to the one defined in C:\Program Files\Epic Games\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Platform\Android\AndroidPlatformSDK.cs Here are the versions as defined in that file: case "platforms": return "android-28"; case "build-tools": return "28.0.3"; case "cmake": return "3.10.2.4988404"; case "ndk": return "21.4.7075529"; Also disabling the compilation of vulkan shaders from the project settings helped in successfully build and dev-deploy a UE5 app on my device.
I am overjoyed, for the past two days I've had to install random SDK's and whatever java versions to just get a bunch of errors that I tried searching up to find 3 year old forum posts with no solution. I am so grateful for your CLEAR!!! explanation as well as not advertising it as "A simple EASY fix". I owe you man. However when I try packaging the project it says the Android SDK is still not set up. Any fix for this?
@1lsgaming27 bro I'm here for you haha no seriously this was such a headache for like a week for me. I'm glad it helped you, good luck and all the best!
Hi. thank you so much for the video. Just a quick question though. Could you please, please, pretty please, share the necessary components for unreal 5.3.2?
ERROR- 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
Android / VR / AR Setup means, that these sort of Setup is necessary when Developing for your VR Headset (Like Meta Quest/ Quest 2) or your Android Phone. It does not mean, that your Phone becomes a VR Headset.
Hi, I get this "PackagingResults: Error: Launch failed! Unknown Error" when launching. I got the Samsung s23 ultra, but i can't build an apk. I followed the tutorial step by step. Pls help
Yeah, "Light is Expensive", at least that´s what we say when rendering. There are awesome work around with lightbaking etc etc, but dynamic shadows are tough.
Hi, I encounter a problem and couldn't solve it. I checked all videos, sources, and UE Forums that I found. However, I didn't find a solution. I encounter a light problem in android. Only Directional Lights are being rendered in my projects on mobile. It works on the editor but when I deployed it my device, point lights, and spotlights are not working. Did you see the same problem when you use the Android build? I really need help, the forum is useless, and nobody answers newbies.
Have you checked if your light is static? Mobile Builds dont like "Movable" or "Dynamic" lights. Make the lights static, bake the light and then package all again.
Hello, I have a question It tells me that the google play AR CORE service is not compatible, however, in the pokemon AR CORE game, it works fine, does anyone know what to do in this situation?
Brother I can package a top-down template to my device but build failed when I try for handheld ar plz help edit:there is bug in 5.2 officially announced by UE ,i used 5.0.3 and it worked for AR
hi nils apon building the app to my phone i get this error in the output log......and my app opens with a error message. error in output log.. LogPlayLevel: Warning: WARNING: Failed to start Android file server for com.My_AR.UE5, skipping deploy for BSN4C19514001270 how do i fix it?? using UE5
Hi, i am still getting this error "java:104: error: package R does not exist" i followed all of the steps mentioned and installed all the same versions mentioned in the video.
Hi, all has been done. I got the apk but while installing on my android 12 device, I get the error message "error while parsing the apk" would u know any solution? Thanks
Hi I am trying the AR template and have it working apart from the black bakground [camera not working issue] I think this is a bug on UE5.1 and using Android Studio 4.2.2
thank you for all.. still i have a problem. i need to call Google ARCore functions in Level Blueprint. Plugin is active but there is no any function. UE4.27 or UE5 same. why? do you have any idea?
My version 4.27.2 of unreal engine 4 now compiles perfectly thanks to this video (thanks). However, those projects that I have made in a previous version (4.24) which I convert to 4.27 following the instructions suggested by Epic, I cannot make them compile neither in android nor in windows using 4.27 (if they compile in 4.24). Any suggestions to be able to make these projects 4.24 to 4.27 compatible since I need to migrate them?
Please help. You start talking about a top down shooter or something where did this come from? I did not see this mentioned earlier in the video, so how did you get there?
Ok I have unreal up and running and currently waiting on app to install to oculus . Thanks good tutorial. I still didn't hear any where you said install unreal, but I picked it up installed in and your instructions worked. Awesome.Thanks again.
hi man love your tutorial, got everything except running the android it gives me this final error : Stage Failed. Missing receipt 'C:\Users\user\Documents\Unreal Projects\a\Binaries\Android\a-Android-Shipping.target'. Check that this target has been built. please help
Hi sir, worked with the instructions you gave me and got an error at the end, saying "The system cannot find the path specified" can you please take me through this please...
Lol Everyone brags about how Unreal engine is trash with android but as a unity user migrated to unreal, I would say that even unity had this problem. I sat around for about a week surfing the net to find a solution.
It SEEMS as though my [current] issue should be common enough to easily solve, but surprisingly little information with this error: An existing connection was forcibly closed by the remote host I followed everything in this video, and it seems like I'm right on the edge. The app installs on the phone, but it won't open. I'm new to Unreal & Android so maybe (hopefully) this is just a "big dumb" issue? Any help?
I've gone through the whole version thing and it still doesnt work for me. Using the UE Handheld AR Template I can't press "Begin Scan", nothing happens if i do (UE 5.01). After doing the changes you showed in the Video, Android at least asked me for Camera permission for the first time, but still nothing happens afterwards. Any ideas?
The problem, I think, is in the architecture. It forces you to use arm64 when it should actually be armv7. I am using UE 5.01 just like you, I try to disable the option that indicates the architecture but there is no way to disable arm64. I suspect therein lies the problem that if it is still installed, it will not work
@PabloA has a good hint. I have the same issue on some devices, and as stupid as it may sound: The AR Template gets stuck at this EXACT point you are describing... when the phone doesn't have a 16:9 aspect ratio...
@@NilsGallist My phone does, indeed, not have a 16:9 aspect ratio (A50). I read about this issue but found it hard to believe, i'll try to get my hands on another device and try again...
@@MrShak0r You and me are in the same boat here. My main is a ZFold2, the other one a Sony Phoe with 21:9... doesn´t work with either of them. But with almost any other device that I tried it on (8 phones in total), it worked with every single "standard aspect ratio" phone that supported GoogleAR
Found a fix for this that resolved the issue on my end. Remove or comment-out Line 81(r.OpenGL.ForceDXC=0) from the DefaultEngine.ini in your project (or in the HandheldAR template before creating a new project). Also, disable Vulkan, as ARCore does not support Vulkan yet. This fixed the issue on my end. This is slated to be fixed in UE 5.0.2 which should be released around the end of May.
Hi, Thanks for tutorial ;) Can U pls help me with error?: LogPlayLevel: Error: ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly. I made everything step by step from video.
I cannot help you with just that Error Message. Clearly, there is a missing path in your Project settings. But the information provided is too little for assistance. Make sure that your settings at 10:16 are propper.
@@NilsGallist You're right, the problem was with the path to the NDK files. Now after all i see message on my phone: Failed to open descriptor file ../../../VR_mobile/VR_mobile.uproject I also changed "Install Location" to "Auto" but that didn't work.
Make sure to not disconnect the phone from the computer when running the app. It will only run standalone when you package it and transfer it to your phone.
Hmmm this video is not that good. you repeat a lot of times the same and when you start to sound panicky instead of funny it becomes annoying and distracting. * the android ndk installed by ue is fine 21.4.70 , probably is wise to uninstall sdks > 28 since i saw some ppl with issues on 30+ * if you install .net desktop it includes .net runtime (so no need to download both). (i actually needed to install this, so thanks) * the java sdk 18 (or even 11+) gives problems with gradle later, i had to uninstall and reinstall jdk 8.233. though _probably_ the jre 8 is fine, and maybe that's why it worked for you, so the sdk is pretty much useless. i installed jdk 8.333 and it worked.
please help , I am still getting this error "ERROR: cmd.exe failed with args /c "C:\Users\erens\OneDrive\Documents\Unreal Projects\MobileTest\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug" I tried everyting
Locate c://user/Username/.gradle. Delete the .gradle folder. It will be rebuilt at next compile. And make sure you UNCHECK the non necessary sdks in Android Studio
Tnx for the video, that works for my case and finally I could set android in unreal 5, however when I´m packaging to oculus I get the below error: UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/Victor Mu�oz Berrios/AppData/Local/Android/sdk/ndk/21.4.7075529/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib/aarch64-linux-android/21\\crtbegin_so.o: There is no mapping in the destination multi-byte code page for the Unicode character UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/Victor Mu�oz Berrios/Documents/Unreal Projects/VR/Intermediate/Build/Android/UnrealGame/Development/VR/VR.cppa8.o: There is no mapping in the destination multi-byte code page for the Unicode character UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lGLESv3 UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lEGL UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -landroid UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lOpenSLES UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lc UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -ldl UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -llog UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lm UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lz UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -latomic UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lz UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lc++ UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lm UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lgcc UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -ldl UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lc UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lgcc UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -ldl UATHelper: Packaging (Android (ASTC)): ld.lld: error: too many errors emitted, stopping now (use -error-limit=0 to see all errors) UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation) My username has a special character such as Ñ (Spanish alphabet). Do you think that special character could be related with the package problem????
I have tears streaming down my face.... the build process going through without any red ERROR popping up is just too overwhelming... You sir! are a hero!
I've saved all the installers and SDK/NDK needed references into a single folder, EPIC should so the same and just provide a single download source for each working combination...
Let me know if this short runthrough saved you some time and headaches!
Update: To find out which SDK to install, connect your Phone, fire up UE and under Device Manager at 14:25 it shows you what API/SDK Level you need.
One of the most in-depth tutorial on setting up Android development environment for Unreal... a dreaded process made easy and it actually works! Thank you! 🙌🙌🙌
You're a legend, it should not be this awkward and complicated to package a simple app for android. Be it AR or VR. Thank you for making this, it's a great reference point.
I could not be more grateful, thank you so much for this. After two full days of struggling and trying to truly understand all the settings and failing, I came across your video. Your combination as well as the extra downloads required fixed my setup first time. Thank you good sir.
After 12 hours of work on stupid Android/Java packaging, your video is by far the best and most reliable method out there. AVOID ENVIRONMENT VARIABLES AND CHANGING DEFAULT INSTALLATION FOLDER LOCATIONS AT ALL COSTS.
What I don't understand is how he or ANYONE mentions you need an Oracle account for the JRE, and its associated license!!
Nils, your place in heaven (of your choice) is assured. Thank you so much for all the work you did in figuring this out. And then, making a clear and complete video teaching us. You did all of this, not just yourself, but for all of us. It is very kind and very generous of you. I must confess feeling quite a bit of annoyance with the Unreal VR/AR video. Though very well made, totally incomplete! As evidenced by all the work shown in this video. I followed every step of your video and I was able to load the AR app on my phone. Shout out to @PabloA for his config file tip also. Now it works! Yay! Nils, you are my new best friend forever (give or take) and at the top of my Christmas List (page 2). If you're ever in the PNW of America, coffee and dessert are on me :-)
Such kind words haha. Yes, the AR/VR side of things seemed to be left behind in all of the UE Updates... however they seem to be actively working on fixing that. Fell in love with Portland and Seatle on my America Roadtrip 3 years ago. So who knows, I might take you up on that offer :)
Glad I was able to help!
just feel the same!!!
el proceso de compilación sin que aparezca ningún ERROR rojo es demasiado abrumador... ¡Señor! eres un héroe!
2024\08\16 - Unreal 4.27.2, finally I was able to see "Build Successful". Can't thank you enough 👏👏👏
2 things to add to help viewers, well done tutorial by the way!... 1. Make sure in windows Explorer to show hidden files and folders. You can find in view options at the top and view tab.. 2. At 10:16. all the file paths you describe correctly, but for the NDK path you click the correct folder but dont mention it by name in the audio , the 21.16 folder inside the NDK folder is the path you need.
mate... i got my quest 2 in january and ive been trying to do this since then. All the other tutorials came nowhere near tackling my problems with the sheer web of interpendencies in this damn subject. U deserve the best. Cheers.
in Unity, all this will be automatically done & dealt with, using Unity Hub! but In Unreal, everyone should go through weeks of Pain & misery to figure this out, and then After a new Unreal Version rolls out, everything just collapses !!! 🤐🤐🤐🤐🙁🙁🙁🙁🤐🤐😑😑😐😐😑😑😐😐🤐🤐🙁🙁
Thanks for this amazing walkthrough.
you're right on that, unreal is a pain in the a***
Awesome! Thanks a lot for this video. This video should be linked in the official documentation!
I love you, I followed the steps but with the versions required in 5.1 and the java thing at 11:46 saved my life, thank you so much
OMG THANKS Niels! after quite some hours of failing to make it run, you helped me out here! THANKS again for your efforts and sharing, highly appreciated :*
You saved me from this unreal cancer. Thank you so much Nils.
Thank you very much for your kind words^^
Can I nominate you for a Nobel Peace Prize? Thank you, thank you, thank you! I still can't believe my project actually built to the Quest. Three days of anguish with UE5 and after 15 min with your video it finally works. You sir are an international hero.
Thank you so much for putting everything together in such a clean and organized way. You are a hero!
Congratulations, grateful for this, the best tutorial without a doubt, well explained, with all the necessary details to be able to configure it on Android. Let's see if Epic Games wakes up and updates the settings or simply makes them easier and more direct as happens in other programs. If I ever see you, I'll give you a box of beers...thank you, thank you, thank you very much.
thank you!!! still working in 2023 for UE5.3
I've had a lot of trouble with this in 5.3. I've used the updated settings per Unreal's documentation, but if you did any other modifications, please let me know
This helped a bunch, patched a couple holes in my own attempts to set this up over the last year. Thanks matey!
Man, you saved me! This got all of the errors fixed! Thank you so much!
Great video love to see additional info as well as slowly going over more 🙌
Thank you so much for your video. After trying some others, yours was the only one that got it working with the Quest 2. Thanks again!!
Everything works fine, thank you for this tutorial!
Man I love you so much, I had so many issues before finding this, Thank you so so much.
Game crashed on mobile first but then it worked voila , Thanks a lot man
Thanks you. I had this working for UE4 versions before 4.27, but I couldn't get it to work with UE5 until I watched your video.
Very much appreciated. I still don't know what I was missing, but it works now xD. Thanks
Good lord, Epic Games should update their documentation! Thank you very much :)
Thank you so much! I've been bashing my head against a wall getting it to work the last 2 days, and the documentation is pretty much non-existent, nothing in there is anywhere as useful as your video.
Thank you so much for this video, without it i could not have done my proyect
amazing video. I don't know how you managed to get all the right versions for this thing to work, but I sure appreciate you doing it and sharing it with us. not all heroes ware a cape I suppose...
A lot of research, I can promise you that. The point behind me starting to do these Tutorials was "How tf is there no tutorial for this topic? You know what, I´ll figure this out and make my own."
@@NilsGallist Amazing attitude my man. It's very much appreciated.
@@NilsGallist you the man!
Guys if you have an error that says: Execution failed for task ':app:packageDebug' and you were trying to setup sdk on your own before watching this video, then the possible fix for this error is to delete files .andoid, .graddle, .dotnet from C:\Users\[USERNAME] and try to package again, it worked for me and i hope it will work for you
I have the same problem but my message is app: assembleDebug. I did the above solution and it didn't work on my end. Any other thing I should look at?
That works, that works, i repeat, it works, thank you so much.
It works for me, I could try the VR template with my Pico 4 and the OpenXR plugin
Thanks for the video, sadly your same config didn't really work for my UE5.0.1 setup but was crucial to understand where to download Android components, what solved my problem was to change the SDK api level to "matchndk", so it uses the proper one and change the ndk version to the one defined in C:\Program Files\Epic Games\UE_5.0\Engine\Source\Programs\UnrealBuildTool\Platform\Android\AndroidPlatformSDK.cs
Here are the versions as defined in that file:
case "platforms": return "android-28";
case "build-tools": return "28.0.3";
case "cmake": return "3.10.2.4988404";
case "ndk": return "21.4.7075529";
Also disabling the compilation of vulkan shaders from the project settings helped in successfully build and dev-deploy a UE5 app on my device.
jesus man I wish you and all you love all the greatest. You saved me! thank you!
I am overjoyed, for the past two days I've had to install random SDK's and whatever java versions to just get a bunch of errors that I tried searching up to find 3 year old forum posts with no solution. I am so grateful for your CLEAR!!! explanation as well as not advertising it as "A simple EASY fix". I owe you man. However when I try packaging the project it says the Android SDK is still not set up. Any fix for this?
There is also an issue with the storekey, maybe a tutorial on how to set one up?
@@jacksontaylor3171 Open Unreal > Edit > Project Settings > Platforms "Android" and set there
Could you please teach me how to package the "architecture/collab viewer" template for Oculus Quest 2 android?
This works for unreal5 and latest too guys tbh
Thanks to your video I finally get it done. The official documentation of UE is such a piece of shit
But in all seriousness, you are my savior.
I dont have a appdata folder
I think we need a new video. Nothing works anymore :/
UPDATE: force SDK API version to 32 and NOT 34. Something wrong with gradle there.
You solved my problem and ended what felt like pain from getting kicked in the balls for 2 days straight. Thanks🙏
@1lsgaming27 bro I'm here for you haha no seriously this was such a headache for like a week for me. I'm glad it helped you, good luck and all the best!
@@MonsterJuiced thanks man!
thanks for saving my time -- thanks bro
you are an absolute hero
Hi. thank you so much for the video. Just a quick question though. Could you please, please, pretty please, share the necessary components for unreal 5.3.2?
ERROR- 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
I love you. Omg Thanks
Thanks, so useful video.
Platform Android is not a valid platform to build. Check that the SDK is installed properly.
Can someone help me with this
I managed to make an apk but it keeps saying app could not be installed as app is not compatible
hey thanks for the video, i did everything accordingly also enabled openxr plugin but it doesnt run in vr on my phone . can you help?
Android / VR / AR Setup means, that these sort of Setup is necessary when Developing for your VR Headset (Like Meta Quest/ Quest 2) or your Android Phone. It does not mean, that your Phone becomes a VR Headset.
@@NilsGallist Sounds like it won't work for Cardboard VR ( Google VR Plugin ) ?
@@VVLGANESHK Cardboard VR is not supported by Unreeal anymore as far as I understood it. So for Cardboard deving... you are better off using unity
Hi, I get this "PackagingResults: Error: Launch failed! Unknown Error" when launching. I got the Samsung s23 ultra, but i can't build an apk. I followed the tutorial step by step. Pls help
Man... I can not enable dynamic shadow. sadge
Yeah, "Light is Expensive", at least that´s what we say when rendering. There are awesome work around with lightbaking etc etc, but dynamic shadows are tough.
Hi, I encounter a problem and couldn't solve it. I checked all videos, sources, and UE Forums that I found. However, I didn't find a solution. I encounter a light problem in android. Only Directional Lights are being rendered in my projects on mobile. It works on the editor but when I deployed it my device, point lights, and spotlights are not working. Did you see the same problem when you use the Android build? I really need help, the forum is useless, and nobody answers newbies.
Have you checked if your light is static? Mobile Builds dont like "Movable" or "Dynamic" lights. Make the lights static, bake the light and then package all again.
@@NilsGallist yes, I think there is a bug
Hello, I have a question
It tells me that the google play AR CORE service is not compatible, however, in the pokemon AR CORE game, it works fine, does anyone know what to do in this situation?
but it make only amr64 apps. how to make amr7 app in UE5?
Brother I can package a top-down template to my device but build failed when I try for handheld ar plz help
edit:there is bug in 5.2 officially announced by UE ,i used 5.0.3 and it worked for AR
hi nils apon building the app to my phone i get this error in the output log......and my app opens with a error message.
error in output log.. LogPlayLevel: Warning: WARNING: Failed to start Android file server for com.My_AR.UE5, skipping deploy for BSN4C19514001270
how do i fix it??
using UE5
Hi, i am still getting this error "java:104: error: package R does not exist"
i followed all of the steps mentioned and installed all the same versions mentioned in the video.
update: this is resolved. just deleted the following folders from project source
Build/Android/src
Intermediate/Android
Hi, can somebody explain what is the use of visual studio in this process? Is it optional to download it or its a must do
Hi, all has been done. I got the apk but while installing on my android 12 device, I get the error message "error while parsing the apk" would u know any solution? Thanks
All went well until my Samsung S8 tells me the Google Play Services for AR "app isn't compatible with your device" any thoughts?
java jdk is not available anymore ....what to do now???
Thanks a lot mate
didn't work for 5.1 but thank you for the the great video probably would work for 5.0 4.27
how to update based on this?
not working for me for some reason :(
You seemed to have missed telling us that one must have an oracle account to download JRE8! Or am i missing something? Thx in Advance!
you are a god
hi nils, how does one add vfx to AR projects?? is there tutorials that you can refer me to , or any learning material??
Hi I am trying the AR template and have it working apart from the black bakground [camera not working issue] I think this is a bug on UE5.1 and using Android Studio 4.2.2
Finally.
thank you for all.. still i have a problem. i need to call Google ARCore functions in Level Blueprint. Plugin is active but there is no any function. UE4.27 or UE5 same. why? do you have any idea?
My version 4.27.2 of unreal engine 4 now compiles perfectly thanks to this video (thanks).
However, those projects that I have made in a previous version (4.24) which I convert to 4.27 following the instructions suggested by Epic, I cannot make them compile neither in android nor in windows using 4.27 (if they compile in 4.24). Any suggestions to be able to make these projects 4.24 to 4.27 compatible since I need to migrate them?
Ok everything was good until you went from Setup to inside unreal, what, unreal. How did you get there. Did I miss something?
Please help. You start talking about a top down shooter or something where did this come from? I did not see this mentioned earlier in the video, so how did you get there?
When you start talking about edit menu, its not possible to follow if you don't have what you have open.
Ok I have unreal up and running and currently waiting on app to install to oculus . Thanks good tutorial. I still didn't hear any where you said install unreal, but I picked it up installed in and your instructions worked. Awesome.Thanks again.
Bro I need help!!in his video he mentioned java 18 but in his link it only shows java 20 and 17 what should i do
LETS GO I LOVE YOU
IF IT WORKS .. I'LL SUBSCRIBE .. I've been stuck for months trying to understand what I did wrong 😥
I'm getting an "installing SDK failed". Any thoughts on why it might be the case? thanks for your help.
hi man love your tutorial, got everything except running the android it gives me this final error :
Stage Failed. Missing receipt 'C:\Users\user\Documents\Unreal Projects\a\Binaries\Android\a-Android-Shipping.target'. Check that this target has been built.
please help
Hi Nil, does this settings and Configs works for 5.2 ?
Hi sir, worked with the instructions you gave me and got an error at the end, saying "The system cannot find the path specified" can you please take me through this please...
Does it give you this message when filling in the path for the SDK and NDK folders?
Lol Everyone brags about how Unreal engine is trash with android but as a unity user migrated to unreal, I would say that even unity had this problem. I sat around for about a week surfing the net to find a solution.
It SEEMS as though my [current] issue should be common enough to easily solve, but surprisingly little information with this error:
An existing connection was forcibly closed by the remote host
I followed everything in this video, and it seems like I'm right on the edge. The app installs on the phone, but it won't open.
I'm new to Unreal & Android so maybe (hopefully) this is just a "big dumb" issue? Any help?
Hey, i have similar issue, did you come up with any solution with this issue?
Man your awesome ......MAss bro
God
what the h is that music in the background?
The packaging on my phone showing this error: [INSTALL_FAILED_NO_MATCHING_ABIS: Failed to extract native libraries, res=-113]
Make sure to use Android studio 4.0.
Also. Locate c://user/Username/.gradle. Delete the .gradle folder. It will be rebuilt at next compile.
@@NilsGallist I will give it a try. I will let you know. And thanks for the reply ... :)
THANNNNNNNNNNNKS
what version should i use now??
i want vr app made by u
I've gone through the whole version thing and it still doesnt work for me. Using the UE Handheld AR Template I can't press "Begin Scan", nothing happens if i do (UE 5.01). After doing the changes you showed in the Video, Android at least asked me for Camera permission for the first time, but still nothing happens afterwards. Any ideas?
The problem, I think, is in the architecture. It forces you to use arm64 when it should actually be armv7. I am using UE 5.01 just like you, I try to disable the option that indicates the architecture but there is no way to disable arm64. I suspect therein lies the problem that if it is still installed, it will not work
@PabloA has a good hint. I have the same issue on some devices, and as stupid as it may sound: The AR Template gets stuck at this EXACT point you are describing... when the phone doesn't have a 16:9 aspect ratio...
@@NilsGallist My phone does, indeed, not have a 16:9 aspect ratio (A50). I read about this issue but found it hard to believe, i'll try to get my hands on another device and try again...
@@MrShak0r You and me are in the same boat here. My main is a ZFold2, the other one a Sony Phoe with 21:9... doesn´t work with either of them. But with almost any other device that I tried it on (8 phones in total), it worked with every single "standard aspect ratio" phone that supported GoogleAR
Found a fix for this that resolved the issue on my end. Remove or comment-out Line 81(r.OpenGL.ForceDXC=0) from the DefaultEngine.ini in your project (or in the HandheldAR template before creating a new project). Also, disable Vulkan, as ARCore does not support Vulkan yet.
This fixed the issue on my end. This is slated to be fixed in UE 5.0.2 which should be released around the end of May.
Hi, Thanks for tutorial ;)
Can U pls help me with error?:
LogPlayLevel: Error: ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.
I made everything step by step from video.
I cannot help you with just that Error Message. Clearly, there is a missing path in your Project settings. But the information provided is too little for assistance. Make sure that your settings at 10:16 are propper.
@@NilsGallist You're right, the problem was with the path to the NDK files. Now after all i see message on my phone: Failed to open descriptor file ../../../VR_mobile/VR_mobile.uproject
I also changed "Install Location" to "Auto" but that didn't work.
Make sure to not disconnect the phone from the computer when running the app. It will only run standalone when you package it and transfer it to your phone.
I've solved "SDK verification failed" problem by 6:47 !!!
It is very inconvenient and buggy.
jdk 18
Hmmm this video is not that good. you repeat a lot of times the same and when you start to sound panicky instead of funny it becomes annoying and distracting.
* the android ndk installed by ue is fine 21.4.70 , probably is wise to uninstall sdks > 28 since i saw some ppl with issues on 30+
* if you install .net desktop it includes .net runtime (so no need to download both). (i actually needed to install this, so thanks)
* the java sdk 18 (or even 11+) gives problems with gradle later, i had to uninstall and reinstall jdk 8.233. though _probably_ the jre 8 is fine, and maybe that's why it worked for you, so the sdk is pretty much useless. i installed jdk 8.333 and it worked.
please help , I am still getting this error "ERROR: cmd.exe failed with args /c "C:\Users\erens\OneDrive\Documents\Unreal Projects\MobileTest\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug" I tried everyting
Locate c://user/Username/.gradle. Delete the .gradle folder. It will be rebuilt at next compile. And make sure you UNCHECK the non necessary sdks in Android Studio
@@NilsGallist Doesn't work for me, '\.android\debug.keystore": Invalid keystore format' and also 'rungradle.bat" :app:assembleDebug'
Tnx for the video, that works for my case and finally I could set android in unreal 5, however when I´m packaging to oculus I get the below error:
UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/Victor Mu�oz Berrios/AppData/Local/Android/sdk/ndk/21.4.7075529/toolchains/llvm/prebuilt/windows-x86_64/sysroot/usr/lib/aarch64-linux-android/21\\crtbegin_so.o: There is no mapping in the destination multi-byte code page for the Unicode character
UATHelper: Packaging (Android (ASTC)): ld.lld: error: cannot open C:/Users/Victor Mu�oz Berrios/Documents/Unreal Projects/VR/Intermediate/Build/Android/UnrealGame/Development/VR/VR.cppa8.o: There is no mapping in the destination multi-byte code page for the Unicode character
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lGLESv3
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lEGL
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -landroid
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lOpenSLES
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lc
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -ldl
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -llog
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lm
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lz
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -latomic
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lz
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lc++
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lm
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lgcc
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -ldl
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lc
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -lgcc
UATHelper: Packaging (Android (ASTC)): ld.lld: error: unable to find library -ldl
UATHelper: Packaging (Android (ASTC)): ld.lld: error: too many errors emitted, stopping now (use -error-limit=0 to see all errors)
UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation)
My username has a special character such as Ñ (Spanish alphabet). Do you think that special character could be related with the package problem????