Spinlock Errors on Build

I have been getting these same 3 errors when trying to integrate Cesium into my production UE project. I am able to build just fine in a new project as a test, but when I add the plugin to my existing project, even without using any Cesium functionality, the build fails with these same errors. Can anyone help? I’d be very grateful.

UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: absl::lts_20240722_cesium_for_unreal::base_internal::SpinLockWait(std::__ndk1::atomic, int, absl::lts_20240722_cesium_for_unreal::base_internal::SpinLockWaitTransition const, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode)
UATHelper: Packaging (Android (ASTC)): >>> referenced by call_once.h:180 (D:/.ezvcpkg/dbe35ceb30c688bf72e952ab23778e009a578f18/installed/arm64-android-unreal/include/absl/base/call_once.h:180)
UATHelper: Packaging (Android (ASTC)): >>> s2cell_id.cc.o:(void absl::lts_20240722_cesium_for_unreal::base_internal::CallOnceImpl<MaybeInit()::‘lambda’()>(std::__ndk1::atomic*, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode, MaybeInit()::‘lambda’()&&)) in archive J:/Unreal Projects/AppName/Plugins/Marketplace/CesiumForUnreal_5.4/Source/ThirdParty/lib/Android-aarch64-Release/libs2.a

UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: AbslInternalSpinLockWake_lts_20240722_cesium_for_unreal
UATHelper: Packaging (Android (ASTC)): >>> referenced by spinlock_wait.h:85 (D:/.ezvcpkg/dbe35ceb30c688bf72e952ab23778e009a578f18/installed/arm64-android-unreal/include/absl/base/internal/spinlock_wait.h:85)
UATHelper: Packaging (Android (ASTC)): >>> s2cell_id.cc.o:(void absl::lts_20240722_cesium_for_unreal::base_internal::CallOnceImpl<MaybeInit()::‘lambda’()>(std::__ndk1::atomic*, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode, MaybeInit()::‘lambda’()&&)) in archive J:/Unreal Projects/AppName/Plugins/Marketplace/CesiumForUnreal_5.4/Source/ThirdParty/lib/Android-aarch64-Release/libs2.a

UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (Android (ASTC)): Total time in Parallel executor: 666.64 seconds

PackagingResults: Error: undefined symbol: absl::lts_20240722_cesium_for_unreal::base_internal::SpinLockWait(std::__ndk1::atomic, int, absl::lts_20240722_cesium_for_unreal::base_internal::SpinLockWaitTransition const, absl::lts_20240722_cesium_for_unreal::base_internal::SchedulingMode)
PackagingResults: Error: undefined symbol: AbslInternalSpinLockWake_lts_20240722_cesium_for_unreal
PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)

Hi @Setaro_House,
Are you using the officially-released version of the plugin (which version?), or have you built it yourself? It looks like the plug is embedded in your project, so it’s at least worth a try to put it in your Engine plugins directory instead to see if that helps. If you’ve built Unreal Engine yourself, though, then that probably won’t work. And in fact, that could be the cause of your troubles. We build Cesium for Unreal using Android NDK r25b, as recommended by Epic. If you’re using a different version, it’s possible that the linker errors are caused by the cesium-native .a files included with the plugin being built by a different version or with different compiler settings.

Hello, thanks for your questions I hope you can help me figure this out.

I did not build the plugin or the engine myself, although I did some some rebuilding from source on the project itself. This was all weeks ago before I brought in Cesium.

I am using NDK 25.1.8937393

I have tried all combinations of:

  1. Using both the officially released version (acquired from UE Marketplace/Fab and and also the Github current release.
  2. Building with the Engine plugins folder and the Project level folder.

It always results in the same outcome.

It does build fine if I create a new project and just load in Cesium so I’m guessing that eliminates the core plugin and my NDK version correct? If so, how do I track down the issue it has with my project?

Hi just following up wto my response. The mod hid my post as spam initially so you may not have gotten the reply notification. Thanks

Please check if there’s a copy of the plugin in your project’s Plugins directory. Usually it would be in Plugins\CesiumForUnreal. If you have a copy there, plus also one installed in your Engine plugins directory (which is where Fab will put it), that can easily cause strange compilation issues. The easiest solution is to delete the one in your project and make sure that you only have the one installed from Fab. If you’ve installed the plugin manually from our GitHub releases page, it’s even possible that you have an extra copy in your Engine\Plugins\Marketplace directory.

To avoid any doubt, I suggest uninstalling and deleting all copies of Cesium for Unreal across both your project and your Unreal Engine installation. Then, reinstall it from Fab.

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

Are you able to grab the contents of the response file mentioned in your log, J:/Unreal Projects/TestApp/Intermediate/Build/Android/a/TestApp/Development/TestApp-arm64.so.rsp, and share it here? I’m not sure what’s going on, but my hypothesis is that it has to do with the order of -l arguments on the command-line.

The file is too long and it won’t let me paste it all here, but I’ll include the end bit which is probably what you’re looking for, as well as any line that mentions Cesium. If you want the entire thing, let me know and I can paste in sections..Thanks again I’ll be waiting to hear back!

"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.1.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.2.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.3.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.4.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.5.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.6.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.7.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.8.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.9.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.10.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.11.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.12.cpp.o"
"J:/Unreal Engine/UE_5.6/Engine/Plugins/Marketplace/Cesiumfo4a28c7d2eeceV9/Intermediate/Build/Android/a/UnrealGame/Development/CesiumRuntime/Module.CesiumRuntime.13.cpp.o"
"J:/Unreal Projects/TestApp/Intermediate/Build/Android/a/UnrealGame/Development/TestApp/TestApp.cpp.o"
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"-labsl_random_internal_randen_hwaes_impl" "-labsl_random_internal_randen_slow" "-labsl_random_internal_seed_material" "-labsl_random_seed_gen_exception" "-labsl_random_seed_sequences" "-labsl_raw_hash_set" "-labsl_raw_logging_internal" "-labsl_scoped_set_env" "-labsl_spinlock_wait" "-labsl_stacktrace" "-labsl_status" "-labsl_statusor" "-labsl_strerror" "-labsl_strings" "-labsl_strings_internal" "-labsl_str_format_internal" "-labsl_symbolize" "-labsl_synchronization" "-labsl_throw_delegate" "-labsl_time" "-labsl_time_zone" "-laddress_sorting" "-lcares" "-lgpr" "-lgrpc++" "-lgrpc++_alts" "-lgrpc++_unsecure" "-lgrpc" "-lgrpc_plugin_support" "-lgrpc_unsecure" "-lprotobuf-lite" "-lprotobuf" "-lprotoc" "-lre2" "-ltesting" "-lupb" "-lz" "-lfirebase_app" "-lfirebase_gma" "-lfirebase_app_check" "-lfirebase_analytics" "-lfirebase_auth" "-lfirebase_database" "-lfirebase_dynamic_links" "-lfirebase_firestore" "-lfirebase_functions" "-lfirebase_messaging" "-lfirebase_remote_config" "-lfirebase_storage" "-labsl_bad_any_cast_impl" "-labsl_bad_optional_access" "-labsl_bad_variant_access" "-labsl_base" "-labsl_city" "-labsl_civil_time" "-labsl_cord" "-labsl_cordz_functions" "-labsl_cordz_handle" "-labsl_cordz_info" "-labsl_cordz_sample_token" "-labsl_cord_internal" "-labsl_crc32c" "-labsl_crc_cord_state" "-labsl_crc_cpu_detect" "-labsl_crc_internal" "-labsl_debugging_internal" "-labsl_decode_rust_punycode" "-labsl_demangle_internal" "-labsl_demangle_rust" "-labsl_die_if_null" "-labsl_examine_stack" "-labsl_exponential_biased" "-labsl_failure_signal_handler" "-labsl_flags_commandlineflag" "-labsl_flags_commandlineflag_internal" "-labsl_flags_config" "-labsl_flags_internal" "-labsl_flags_marshalling" "-labsl_flags_parse" "-labsl_flags_private_handle_accessor" "-labsl_flags_program_name" "-labsl_flags_reflection" "-labsl_flags_usage" "-labsl_flags_usage_internal" "-labsl_graphcycles_internal" "-labsl_hash" "-labsl_hashtablez_sampler" "-labsl_int128" 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Hi, just following up on this. Was the team able to figure out what’s maybe going on? If you need more time, I will probably ship the app today and try to include it in the next update. Otherwise, if you have an idea of what’s happening, I can wait a few days to deploy. Thanks!

Hi again, any idea on what is causing this? I don’t want to reintroduce Cesium into my project and run the risk of breaking it again until I hear back. Thanks!

Hi @Setaro_House,
Unfortunately that’s not enough of the rsp to tell what’s going on. Can you attach the file here? If not, you can email it to me directly (kevin@cesium.com).