Quick answer: Install the exact SDK/NDK/JDK versions your engine release documents, set the four paths explicitly in Project Settings > Android SDK, and validate with a minimal packaging run.
Every UE release pins specific Android toolchain versions, and drift produces this (or NDK errors right after). Matching the documented versions exactly beats fighting the autodetection. Here is the setup.
How to fix it
1. Follow the version matrix
Check the official Android setup page for your exact engine version — SDK platform, build-tools, NDK, and JDK versions are prescriptive, and the newest NDK is frequently wrong.
2. Set explicit paths
Fill SDK, NDK, and JDK locations in Project Settings > Platforms > Android SDK rather than trusting environment autodetect — especially with multiple Android Studio installs on one machine.
3. Run the SetupAndroid script
The engine ships SetupAndroid.bat/.sh that installs matching components via sdkmanager — cleaner than hand-picking through Android Studio.
4. Keep CI identical
Bake the same versions into your build agent image; SDK drift between agents and workstations makes packaging failures look random.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.