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winning777's avatar
3 years ago

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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  • 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)

    • winning777's avatar
      winning777
      Member

      fixed as well, the install script pushes obb to "sdcard/obb" instead of "sdcard/android/obb..." editing install script fixes it

      • DubFitness's avatar
        DubFitness
        Protege

        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 

  • 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.seth's avatar
      shammi.seth
      Honored Guest

      Hello the NDK version you used for this. i have 25.1 installed. which version will work with this ?

       

  • 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.".  

    • tangjunlong's avatar
      tangjunlong
      Protege

      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.

  • 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.