Sorry for the delay, been testing things, but still no luck.
What I’ve done:
-Deleted all copies of Cesium entirely and just installed direct from Fab.
-Deleted all my project folders (except core needed) and did a full rebuild.
-Upgraded everything to 5.6 which included rebuilding the project from the ground up (NOT just letting the engine make a new copy)
T be sure, I stripped out Cesium and everything compiles perfectly and runs on the target device again. The issue is either with the plugin itself, or something in my project conflicting with something it shouldn’t be in the plugin..
Inlcuded part of log where build fails. I’d provide my full log, but I can’t attach text files in this post. Please help, I have built a bunch of functionality for this since it played fine in the editor, but I’m going to have to rip it all out and abandon Cesium if I can’t get this working, and I really want to. Thanks again.
> ------ Building 4 action(s) started ------
> [1/4] Compile [arm64] SharedPCH.Core.Project.ValApi.ValExpApi.Cpp20.h
> [2/4] Compile [arm64] TestApp.cpp
> [3/4] clang++ TestApp-arm64.so
> ld.lld: error: undefined symbol: absl::lts_20240722_cesium_for_unreal::base_internal::SpinLockWait(std::__ndk1::atomic<unsigned int>*, int, absl::lts_20240722_cesium_for_unreal::base_internal::SpinLockWaitTransition const*, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode)
> >>> referenced by call_once.h:180 (C:/.ezvcpkg/dbe35ceb30c688bf72e952ab23778e009a578f18/installed/arm64-android-unreal/include/absl/base/call_once.h:180)
> >>> s2cell_id.cc.o:(void absl::lts_20240722_cesium_for_unreal::base_internal::CallOnceImpl<MaybeInit()::'lambda'()>(std::__ndk1::atomic<unsigned int>*, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode, MaybeInit()::'lambda'()&&)) in archive J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Source/ThirdParty/lib/Android-aarch64-Release/libs2.a
>
> clang++ TestApp-arm64.so: Exited with error code 1 . The build will fail.
> clang++ TestApp-arm64.so: WorkingDirectory J:\Unreal Projects\TestApp\Intermediate\Build\Android\a\TestApp\Development
> clang++ TestApp-arm64.so: C:\androiddev\SDK\ndk\25.1.8937393\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe --gcc-toolchain="C:/androiddev/SDK/ndk/25.1.8937393/toolchains/llvm/prebuilt/windows-x86_64" --sysroot="C:/androiddev/SDK/ndk/25.1.8937393/toolchains/llvm/prebuilt/windows-x86_64/sysroot" -static-libstdc++ -no-canonical-prefixes -shared -Wl,-Bsymbolic -Wl,--no-undefined -Wl,--gc-sections -gz --target=aarch64-none-linux-android33 -DANDROID=1 -march=armv8-a -Wl,-no-pie -fuse-ld=lld -Wl,-soname,libUnreal.so -Wl,--version-script="J:/Unreal Projects/TestApp/Intermediate/Build/Android/a/TestApp/Development/ExportSymbols.ldscript" -Wl,--build-id=sha1 -Wl,--pack-dyn-relocs=android -Wl,--hash-style=gnu -z max-page-size=16384 -o "J:/Unreal Projects/TestApp/Binaries/Android/TestApp-arm64.so" @"J:/Unreal Projects/TestApp/Intermediate/Build/Android/a/TestApp/Development/TestApp-arm64.so.rsp"
> ld.lld: error: undefined symbol: AbslInternalSpinLockWake_lts_20240722_cesium_for_unreal
> >>> referenced by spinlock_wait.h:85 (C:/.ezvcpkg/dbe35ceb30c688bf72e952ab23778e009a578f18/installed/arm64-android-unreal/include/absl/base/internal/spinlock_wait.h:85)
> >>> s2cell_id.cc.o:(void absl::lts_20240722_cesium_for_unreal::base_internal::CallOnceImpl<MaybeInit()::'lambda'()>(std::__ndk1::atomic<unsigned int>*, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode, MaybeInit()::'lambda'()&&)) in archive J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Source/ThirdParty/lib/Android-aarch64-Release/libs2.a
> clang++: error: linker command failed with exit code 1 (use -v to see invocation)
> Trace written to file C:/Users/User/AppData/Roaming/Unreal Engine/AutomationTool/Logs/J+Unreal+Engine+UE_5.6/UBA-TestApp-Android-Development_2.uba with size 6.4kb
> Total time in Unreal Build Accelerator local executor: 23.78 seconds
> CompilationResultException: OtherCompilationError
> at UnrealBuildTool.ActionGraph.ExecuteActionsAsync(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, List`1 TargetDescriptors, ILogger Logger, IActionArtifactCache actionArtifactCache)
> at UnrealBuildTool.BuildMode.BuildAsync(TargetMakefile[] Makefiles, List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, String ActionTypeFilter)
> at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets, String ActionTypeFilter)
> at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger)
> at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray)
> WriteFileIfChanged() wrote 30 changed files of 31 requested writes.
>
> Timeline:
> [ 0.000] +0.948 Main
> 0.179 [ 0.178] +0.345 Apply XmlConfig
> 0.720 [ 0.720] +0.228 RegisterPlatforms
> [ 0.949] +48.002 BuildMode
> 0.949 [ 0.000] +0.344 <unknown>
> 1.294 [ 0.344] +23.739 Creating MakeFile for TestApp
> 25.041 [ 24.091] +0.038 Preparing ActionGraph
> 25.085 [ 24.136] +23.800 Executing ActionGraph
> 48.887 [ 47.937] +0.064 Saving caches
> [ 48.966] +0.000 TelemetryService.FlushEvents
> [ 48.968]
>
> Result: Failed (OtherCompilationError)
> Total execution time: 48.97 seconds