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Oculus go and Unrea Engine 4.20.3: "Can't make an APK without the compiled .so"

Anonymous
Not applicable

I'm trying to launch a basic project for the Oculus Go with Unreal 4.20.3, under OS X, but getting the error in this posts Subject line (full error log below).

Steps I have taken:

Here is the log:
UEDeployAndroid.MakeApk: ====10/7/2018 10:49:39 AM====PREPARING NATIVE CODE================================================================= UEDeployAndroid.RequiresOBB: APK contains data. UEDeployAndroid.UpdateGameActivity: UEDeployAndroid.UpdateGameActivity: ==== Writing new GameActivity.java file to /Users/ali/Documents/Unreal Projects/OculusGo_Test3/Intermediate/Android/APK/src/com/epicgames/ue4/GameActivity.java ==== <>c.b_4_1: ============================================================================== <>c.b4_0: ERROR: Can't make an APK without the compiled .so [/Users/ali/Documents/Unreal Projects/OculusGo_Test3/Binaries/Android/OculusGo_Test3-armv7-es2.so] <>c.b4_0: (see /Users/ali/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace) <>c.b4_1: <>c.b4_1: BuildException: Can't make an APK without the compiled .so [/Users/ali/Documents/Unreal Projects/OculusGo_Test3/Binaries/Android/OculusGo_Test3-armv7-es2.so] <>c.b4_1: at UnrealBuildTool.UEDeployAndroid.MakeApk (UnrealBuildTool.AndroidToolChain ToolChain, System.String ProjectName, UnrealBuildTool.TargetType InTargetType, System.String ProjectDirectory, System.String OutputPath, System.String EngineDirectory, System.Boolean bForDistribution, System.String CookFlavor, System.Boolean bMakeSeparateApks, System.Boolean bIncrementalPackage, System.Boolean bDisallowPackagingDataInApk, System.Boolean bDisallowExternalFilesDir) [0x00fe1] in :0 <>c.b4_1: at UnrealBuildTool.UEDeployAndroid.PrepForUATPackageOrDeploy (Tools.DotNETCommon.FileReference ProjectFile, System.String ProjectName, Tools.DotNETCommon.DirectoryReference ProjectDirectory, System.String ExecutablePath, System.String EngineDirectory, System.Boolean bForDistribution, System.String CookFlavor, System.Boolean bIsDataDeploy) [0x0004e] in :0 <>c.b4_1: at AndroidPlatform.Deploy (AutomationTool.ProjectParams Params, DeploymentContext SC) [0x00105] in :0 <>c.b4_1: at Project.Deploy (AutomationTool.ProjectParams Params) [0x001a0] in :0 <>c.b4_1: at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x000a3] in :0 <>c.b4_1: at BuildCookRun.ExecuteBuild () [0x00040] in :0 <>c.b4_1: at AutomationTool.BuildCommand.Execute () [0x00001] in :0 <>c.b4_1: at AutomationTool.Automation.Execute (System.Collections.Generic.List`1 CommandsToExecute, System.Collections.Generic.Dictionary`2[TKey,TValue] Commands) [0x0007c] in :0 <>c.b4_1: at AutomationTool.Automation.Process (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00314] in :0 <>c.b4_1: at AutomationTool.Program.MainProc (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00001] in :0 <>c.b4_1: at AutomationTool.Program+<>cDisplayClass1_0.b0 () [0x00000] in :0 <>c.b4_1: at AutomationTool.InternalUtils.RunSingleInstance (System.Func`1[TResult] Main) [0x000a0] in :0 <>c.b4_1: at AutomationTool.Program.Main () [0x0020f] in :0 <>c.b_4_1: 
3 REPLIES 3

MaxArch
Heroic Explorer
Its something more people have run into with 4.20.x. The solutions don't work for everybody so better to try what works for you. See more here and the UnrealEngine link in that topic:

Anonymous
Not applicable
I have tried those solutions to no avail.
any other thoughts?

MaxArch
Heroic Explorer
@brownvrvrvrvr  Sorry no. Report as well at the unreal forum and hope they fix it in the next update