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correct sdk/ndk api now that android 32 is required

winning777
Member

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... 

18 REPLIES 18

winning777
Member

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)

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

AlexClarkeGames
Honored Guest

Do you remember which combo ended up working for you?

ArrestedInk
Explorer

@winning777 can you share your settings that you used to get this to work? I am struggling with this as well.

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 

In unreal after making a build you will see there is a install script batch file. I edited it there

winning777
Member

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]

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did any of the stuff below help you?

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

shammiseth_0-1696867761122.png