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How to set up your Android development environment for Unreal 4.25 and later Unreal Engine 4 Documentation Sharing and Releasing Projects Mobile Game Development Android Game Development Android Project Setup Setting Up Android SDK and NDK for Unreal. UE4 Tutorial: how to install the correct version of nvidia codeworks, setup android sdk, ndk, and jdk, and package your project for android without getting. FREE PDF Download 'UE4 Beginner's Guide':

This Quick Start Guide will walk you through all of the essentials for setting up Unreal Engine 4 (UE4) for Android game development, including the following topics:

  • Setting up your test device and computer for Android game development.

  • Configuring new projects for mobile development.

  • Setting up Unreal Editor for packaging Android builds.

  • Setting the editor to preview with mobile rendering feature levels.

  • Testing your project on-device from the editor.

  • Packaging a standalone build of your project.

When you have completed this guide, you will be prepared to take an Android project from initial setup to testing and packaging.

1 - Android Development Prerequisites

In order to create and deploy an Android project, you will need to install several Android development prerequisites included with Unreal Engine and ensure that your device is ready for testing.

  1. Follow the guide in Setting Up Android SDK and NDK for Unreal to install Android Studio and set up the required SDK components for Android development in Unreal.

  2. On the device that you want to use for testing, open the Settings and enable Developer Mode.

  3. Locate Developer Options in your device's Settings, then enable USB Debugging.

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  4. Plug your device into your computer, then allow your computer to access your device's data.

  5. Permit your computer to install any needed drivers for your device.

Once you have completed these steps, you will be ready to develop new Android projects.

  • For more details about device setup, refer to our guide on Setting up Your Android Device for Development .

  • For information about installing additional Android SDKs for specific devices and features, refer to Installing Additional Android SDK .

2 - Creating Your Project

In the following section we will be creating a new UE4 project that will use the Blueprint Third Person template to show how quickly you can get a UE4 project running on an Android device.

  1. Launch Unreal Editor. In the Unreal Project Browser, use the following settings to create a new project:

    • Project Category: Games

    • Template: Top Down

    • Target Hardware: Mobile/Tablet

    • Quality Level: Scalable 3D or 2D

  2. Name your project AndroidQuickStart and click the Create Project button to finish creating the project.

Choosing Mobile/Tablet for your target hardware and Scalable 3D or 2D for your target quality level will ensure that your project accounts for the user interface and hardware limitations of mobile devices.

3 - Setting Up Unreal Editor for Android

Next, we need to make sure our Project Settings in Unreal Editor are configured for Android APK builds.

  1. Click Edit >Project Settings to bring up the Project Settings window.

  2. Inside of the Project Settings window, navigate to Platforms >Android.

  3. Under APK Packaging, there will be a warning that reads 'Project is not configured for the Android platform'. Click the Configure Now button to automatically set up your project to write the required platform files.

  4. Fill in the Android Package Name with an appropriate company and project name. In our instance we use com.EpicGames.AndroidQuickStart.

  5. If the Accept SDK License button is enabled, click it in order to accept Android's SDK license agreement. If you have previously accepted this agreement, then you will not need to complete this step.

Your project will now be enabled to create Android builds and launch on an Android device.

4 - Configuring Editor and PIE for Mobile Previews

You can set Unreal Editor's Play-In-Editor (PIE) mode to provide a preview of how your game will look in the Mobile renderer.

  1. In the Toolbar, click Settings >Preview Rendering Level, then select one of the available rendering levels for Android.

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  2. Click the dropdown next to the Play button in the Toolbar. Choose one of the available Mobile Preview modes corresponding to the rendering level you selected.

The editor will now display your game in a way that is visually consistent with your target renderer. Additionally, when you press the PIE button, your game will launch in a standalone window set to a standard mobile aspect ratio and configured to emulate a touchscreen using your mouse. These settings will not affect packaging for mobile devices, but they will ensure that you have an accurate preview when working in the editor.

Refer to the Mobile Previewer reference for more information about how you can configure the Mobile Previewer.

5 - Launching on an Android Device

To test your current level on an Android-based device, you will need to do the following:

  1. First need to make sure you have the level you want to test open. From this example, we will be using the ThirdPersonExampleMap level from the Blueprint based project that was created in the last step.

  2. With the ThirdPersonExampleMap now open go to the Main Toolbar and next to the Launch icon click on the small triangle that displays more options.

  3. From the Launch menu under the Devices section select your Android device from the list by clicking on it.

  4. While your level is being launched on your device, the progress will be displayed in the bottom right-hand corner of the screen like in the following image.

  5. When the deployment has finished, the project should automatically start running on your Android device. If the project fails to automatically start, you can start it by finding the App on your device and tapping on it to launch it.

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6 - Packaging Android Builds

The above steps provide a way to package and immediately launch a project on device. To package a standalone APK for distribution and testing, follow these steps:

  1. Click File >Package Project >Android >Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1).

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  2. When the Package Project dialogue appears, choose the directory where you want to save it. Here we save it in AndroidQuickStart/Build.

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  3. Click Select Folder and Unreal Editor will begin packaging your project. Wait for it to finish packaging.

If you navigate to the folder where you output your build, the folder will contain the APK and OBB files necessary to install your game on an Android device. There are also a pair of .bat files that you can use to automatically install or uninstall your build to a connected device.

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For more detailed information on configuring the Packaging settings for Android builds, refer to the Packaging Android Projects reference page.

7 - On Your Own

With what you have learned in this Quick Start you are now prepared to package and distribute your UE4 projects to general Android devices. You should expand on UE4's provided templates by creating new gameplay and levels in order to create fully functional mobile game. Depending on your project's needs and the devices that you are specificially targeting, further configuration will be required in order to optimize your builds. The following links will provide you with more information for taking the next steps in building your projects:

  • Android Development Reference - General reference information for Android developers in UE4.

  • Android SDK Requirements - Reference for SDK and OS requirements to use specific versions of UE4.

  • Android Device Compatibility - Information about supported devices for the current version of UE4.

  • Android Debugging - How-to guide for debugging Android projects on-device.

  • Mobile Rendering - Information about Mobile-specific rendering features.

  • Mobile Services - Information about implementing online services and notifications.

  • Shipping with Android - Guidelines about preparing your game for distribution.

Unreal Engine 4.25 and later uses the Android Software Development Kit (SDK) distributed with Android Studio for all essential Android development components, including the Android Native Development Kit (NDK). This page provides a walkthrough for setting up Android Studio and ensuring that Unreal Engine recognizes these components correctly, and some troubleshooting tips for managing NDK installations and earlier engine builds.

Recommended Setup

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You should make sure that the Unreal Editor and the Epic Games Launcher are both closed to ensure that there are no problems with either the installation of NDK components or setting your environment variables for the engine.

If you are moving to Unreal 4.25 from 4.24 or earlier, we recommend that you uninstall CodeWorks for Android and any existing NDK components, and delete the folder CodeWorks was installed to. Otherwise, Android Studio will continue to use the previous CodeWorks installation folder for SDK updates.

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The default installation directory for CodeWorks is C:/NVPACK. Make sure this folder is deleted when you finish uninstalling CodeWorks.

If you need to support an earlier installation of Unreal Engine while also maintaining an installation of Unreal 4.25 or later, refer to the sections on Manually Targeting SDK Paths and Android NDK Compatibility below.

1. Installing Android Studio

Before setting up the required SDK and NDK components on your computer, you need to install Android Studio version 3.5.3.

  1. Navigate to the Android Studio Archive in your web browser. Scroll down to Android Studio 3.5.3, click to unfold the dropdown, and download the appropriate installer or zip file for your operating system.

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  2. Run the Android Studio installer. In the Welcome to Android Studio Setup dialog, click Next to continue.

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  3. In the Choose Components dialog, click Next to continue. You can leave the default components enabled.

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  4. In the Configuration Settings dialog, select an appropriate install location and click Next to continue. We recommend using the default location.

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  5. In the Choose Start Menu Folder, click Install to begin the installation process.

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  6. When the installation finishes, click Next to begin setting up components.

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  7. When setup completes, make sure the Start Android Studio box is checked and click Finish to exit the installer.

2. Setting Up Android Studio for First-Time Use

When you start your new install of Android Studio for the first time, follow these steps:

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  1. When the Import Android Studio Settings dialog appears, select do not import settings, then click OK to continue.

  2. When the Data Sharing dialog appears, choose whether or not you want to send usage statistics to Google. This is an option you may choose at your discretion, and either choice will continue to the next step.

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  3. The Android Studio Setup Wizard will appear. Click Next to continue. If you are prompted for an update, click the X button to dismiss the prompt, as you need to specifically install version 3.5.3.

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  4. In the Install Type dialog, select Custom and click Next.

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  5. In the Select UI Theme dialog, choose your preferred theme and click Next.

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  6. In the Verify Settings dialog, check to make sure that you are using the default SDK path. Click Finish to finalize your setup and begin downloading components.

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    If you do not use the default SDK path, it is possible for SetupAndroid.bat to fail during a later step, as it will be unable to locate needed files.

  7. When components are finished downloading, click Finish again to end setup.

Finalizing Android Studio Installation on Your OS

3. Setting Up Unreal to Use Android NDK r21b

  1. Navigate to your Unreal Engine 4 install directory -- for example, C:/Program Files/Epic Games/UE_4.25.

  2. Open Engine/Extras/Android.

  3. Inside this directory, run the SetupAndroid script appropriate for your operating system. SetupAndroid.bat is for Windows, SetupAndroid.command is for Mac, and is for Linux.

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  4. You will be prompted to accept the Android SDK license agreement. Type Y and press Enter to accept.

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  5. When the installation completes, press any key to dismiss the command prompt.

  6. Restart your computer for all changes to take effect.

This script will download and install NDK r21b for you in your Android home directory. The install directory for NDK should be C:/Users/[Username]/AppData/Local/Android/SDK/ndk/, where 'username' is your login name for your computer. You should see a folder containing NDK r21b.

In the event that you receive an error stating that repositories.cfg cannot be loaded, navigate to the folder where it is expected (usually C:/Users/[Username].android/repositories) and create an empty repositories.cfg file. Android setup should then proceed normally.

If you receive an error stating that a package called lldb;3.1 could not be loaded, open the SetupAndroid script with a text editor, and locate the line of code that reads:

Remove the entry in this list for lldb;3.1, but leave the others. This will enable setup to run normally. This issue is addressed in 4.25.1.

Manually Targeting SDK Paths

If you followed the above how-to sections correctly, Unreal Engine will automatically associate the SDK paths for the Android SDK, the current Android NDK version, and the Java Development Kit (JDK). However, if you are using an earlier version of the Unreal Engine alongside Android Studio, you may need to manually target your SDK paths to be compatible. This is most likely to be the case if you have an installation of Unreal Engine 4.25 alongside an earlier version that used CodeWorks.

Do not install CodeWorks and Android Studio at the same time, otherwise you will receive errors. If you need to support an earlier version of Unreal Engine alongside 4.25 or later, use the Android Studio setup in this document, then follow the instructions in this section.

You can find the SDK paths by opening Edit >Project Settings, navigating to the Platforms >Android >Android SDK section.

When these fields are left blank, they fall back on a set of default paths used by the installation process in the previous sections. If you have multiple installations of these components, or have installed them in non-standard directories, you can manually provide their paths here. Alternatively, you can open DefaultEngine.ini and provide them under the [/Script/AndroidPlatformEditor.AndroidSDKSettings] section.

If the entries for SDKPath, NDKPath, and JDKPath do not exist in your DefaultEngine.ini, they will use the default path to the Android home directory.

Android NDK Compatibility

The following table shows which NDK versions are required or compatible with different versions of Unreal Engine.

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Compatible NDK Versions

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