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winning777
3 years agoMember
correct sdk/ndk api now that android 32 is required
I'm having a really hard time , followed everything in this guide;
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
And tried the 5.0 version as well..
But I cannot successfully target Android 32 which is now required for the store...
Has anyone done this successfully and could show me what their Android SDK setup looks like in Engine + steps to how they get there, what is the right combo of Build tools, is it 8.0 + NDK25 + SDK32 ? That's what I have now then it complains about ndk25, so I set it to 21, then it starts building for android 30 and not 32...
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- winning777Member
actually managed to build but now get hit with this crash on app startup:
signal 5 (SIGTRAP), code -6 (SI_TKILL), fault addr --------
F/DEBUG : x0 0000000000000000 x1 0000000000002ff7 x2 0000000000000005 x3 8000000000000000
F/DEBUG : x4 ff646b68451f3c20 x5 ff646b68451f3c20 x6 ff646b68451f3c20 x7 7f7f7f7f7f7f7f7f
F/DEBUG : x8 0000000000000083 x9 f277d1e829f6de7c x10 0000007b31338536 x11 0000007b3133864c
F/DEBUG : x12 0000000000000065 x13 0000007b3133864e x14 0000000000000007 x15 266f5158455d0000
F/DEBUG : x16 0000007c43981350 x17 0000007c4395eb00 x18 0000007b2a206000 x19 0000007b2a5d0da0
F/DEBUG : x20 0000000000000000 x21 0000007b273cc968 x22 0000007b3133fcc0 x23 000000000000003e
F/DEBUG : x24 0000000000000046 x25 0000007b2739efa8 x26 0000007b2739efb8 x27 0000007b3133fcc0
F/DEBUG : x28 0000007b2739eff0 x29 0000007b3133b050
F/DEBUG : lr 0000007b20620894 sp 0000007b3133b010 pc 0000007c4395eb08 pst 0000000000001000
F/DEBUG : backtrace:
F/DEBUG : #00 pc 00000000000ccb08 /apex/com.android.runtime/lib64/bionic/libc.so (tgkill+8) (BuildId: 33daeb9e16ddfbf4922a98d0210c3edf)
F/DEBUG : #01 pc 000000000c199890 /data/app/~~elLbICvNDsHrsUbYcvgoDA==/com.CombatWaffleStudios.GhostsOfTabor-1WahirCBBj8woRbkng1i3w==/lib/arm64/libUE4.so (FAndroidPlatformFile::MountOBB(char16_t const*)+68) (BuildId: 87ef59e74c76969d725976f19fdf7cbd200bd256)
F/DEBUG : #02 pc 000000000c195d74 /data/app/~~elLbICvNDsHrsUbYcvgoDA==/com.CombatWaffleStudios.GhostsOfTabor-1WahirCBBj8woRbkng1i3w==/lib/arm64/libUE4.so (FAndroidPlatformFile::Initialize(IPlatformFile*, char16_t const*)+2444) (BuildId: 87ef59e74c76969d725976f19fdf7cbd200bd256)
F/DEBUG : #03 pc 000000000a079268 /data/app/~~elLbICvNDsHrsUbYcvgoDA==/com.CombatWaffleStudios.GhostsOfTabor-1WahirCBBj8woRbkng1i3w==/lib/arm64/libUE4.so (AndroidMain(android_app*)+3244) (BuildId: 87ef59e74c76969d725976f19fdf7cbd200bd256)
F/DEBUG : #04 pc 000000000a089104 /data/app/~~elLbICvNDsHrsUbYcvgoDA==/com.CombatWaffleStudios.GhostsOfTabor-1WahirCBBj8woRbkng1i3w==/lib/arm64/libUE4.so (android_main+164) (BuildId: 87ef59e74c76969d725976f19fdf7cbd200bd256)
F/DEBUG : #05 pc 000000000a0b85f4 /data/app/~~elLbICvNDsHrsUbYcvgoDA==/com.CombatWaffleStudios.GhostsOfTabor-1WahirCBBj8woRbkng1i3w==/lib/arm64/libUE4.so (BuildId: 87ef59e74c76969d725976f19fdf7cbd200bd256)
F/DEBUG : #06 pc 00000000000dddec /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+132) (BuildId: 33daeb9e16ddfbf4922a98d0210c3edf)
F/DEBUG : #07 pc 000000000008a02c /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+64) (BuildId: 33daeb9e16ddfbf4922a98d0210c3edf)- winning777Member
fixed as well, the install script pushes obb to "sdcard/obb" instead of "sdcard/android/obb..." editing install script fixes it
- DubFitnessProtege
How do you "edit install script"? I am dead in the water now that Android 32 is mandated. I can package out by adding android:exported="true" to the Extra Tags activity section but the game won't launch. Im on day 3 and counting
- AlexClarkeGamesHonored Guest
Do you remember which combo ended up working for you?
- ArrestedInkExplorer
winning777 can you share your settings that you used to get this to work? I am struggling with this as well.
- winning777Member
did any of the stuff below help you?
- winning777Member
Basically all I had to update in ue4.27.2 to make this work was just in android studio update to 32 and set the sdk to android-32 (the rest of the guide that oculus wrote is completely useless, you don't have to do any of those steps if you already had a working build for quest2)... all you need to do is update sdk to 32... [im sure the same can be said for 5.0+ , if you already had working build all that is needed is updating sdk to 32]
- shammi.sethHonored Guest
Hello the NDK version you used for this. i have 25.1 installed. which version will work with this ?
- winning777Member
I'm using 21.4.707
- shammi.sethHonored Guest
Thanks, Java version?
- winning777Member
jdk1.8.0_331
- winning777Member
- DubFitnessProtege
This is insanely aggravating. I haven't been able to develop for a month now because I am locked out of my project since the update to SDK32. I can package out to sdk32 from Unreal 5.2 but it won't launch. I can launch from Unreal 4.27 but it won't package. What the **bleep** am I supposed to do, I can't spend the rest of my life trying to get android to launch a **bleep**in project. I am a dev of 10 years and this has been complete **bleep** life for a month now. I am so sick of looking at android gradle errors and staging errors and crashes. Where is this magical AI to solve this? Why can't I just say "AI, make the **bleep**in game launch. I don't give a **bleep** what Android settings you use to do it.".
- tangjunlongProtege
I encountered the same problem as you. Before I met you, I felt very uncomfortable. I have been troubled by this problem for 3 days, but after seeing you, I immediately became happy.
- innitAdventurer
Give this guide a try, its for UE5.3.2 with Android 32 setup correctly. It maybe useful:
https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vr
- tangjunlongProtege
I am using 4.27.2, and found a solution to the problem of being unable to package through this link, https://forums.unrealengine.com/t/android-api-29-to-32-issue/1262884/4
- tangjunlongProtege
Additional tags in project settings->Platform->android->Advanced apk packaging->UE4.GameActivity<activity> node
Add android:exported='True' to complete the problem of Android API 29 to 32. Although I packaged smoothly without any errors, the screen kept black. I hope to discuss with you and solve this problem.
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