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ARCore Unreal Engine 4.18 Preview 3安卓打包失败求助

Troubleshooting Unreal Engine 4.18 Preview 3 Android Packaging Failures with ARCore

Hey there, I’ve been in your shoes—spending a full day swapping SDK/NDK versions for UE Android builds, especially with early preview releases, is total frustration. Let’s walk through targeted fixes that often resolve this exact scenario with UE 4.18 Preview 3 and ARCore on Google Pixel devices:

  • Lock into UE 4.18 Preview 3’s exact required toolchain versions
    Early preview builds have strict, unforgiving version locks that aren’t always clearly documented. For this specific preview, the only reliable combinations are:

    • Android SDK Build Tools: 26.0.2
    • Android NDK: r13b (newer NDK versions like r14+ break UE’s older toolchain integration)
      Head to Edit > Project Settings > Platforms > Android > SDK/NDK/PATHS to confirm UE is pointing directly to these versions, not the latest ones you installed.
  • Double-check ARCore project configuration
    Even with ARCore installed on your Pixel, misconfigured project settings can kill packaging:

    • Enable ARCore Support under Edit > Project Settings > Platforms > Android > AR Settings
    • Set your project’s Minimum Android Version to Android 7.0 (API Level 24) or higher (ARCore won’t work with anything lower)
    • Make sure your project’s Package Name matches the one you’ve registered in the Google Play Console (if testing signed builds)—mismatches cause silent failures that are easy to miss.
  • Parse the UEBuildLog for actionable errors
    Since you have the build log, focus on these red flags:

    • Look for lines starting with ERROR: or FAILED: related to clang/NDK toolchain calls (common with mismatched NDK versions)
    • Check for ARCore-specific warnings like ARCore SDK not detected or Missing CAMERA permission
    • If gradle-related errors pop up, delete the Intermediate/Android and Saved/Android folders in your project directory, then restart packaging—this clears corrupted build cache that plagues preview builds.
  • Pixel device quick fixes

    • Ensure your Pixel is in Developer Mode with USB Debugging and Install via USB enabled
    • Wipe the existing app’s cache/data from your device before installing a new build
    • For debug builds, confirm Android Debuggable is enabled in your project’s Android settings—this prevents installation blocks on Pixel devices.

Give these steps a go—nine times out of ten, the issue boils down to UE 4.18 Preview 3 being picky about exact toolchain versions. If you can share specific snippets from the UEBuildLog (redact any sensitive info), we can narrow this down even further!

内容的提问来源于stack exchange,提问作者Amir Biglari

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最近更新时间:2026.05.19 10:02:56