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CXX detection fails on Windows for Android builds #106215

@shiena

Description

@shiena

Tested versions

  • Reproducible in: 4.5dev [19bb187]

System information

Godot v4.5.dev (a3cb23c60) - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 5070 (NVIDIA; 32.0.15.7628) - AMD Ryzen 9 9900X 12-Core Processor (24 threads)

Issue description

When compiling for Android on Windows, the CXX detection fails.

Steps to reproduce

build command

> scons platform=android target=template_debug arch=arm64 generate_apk=yes debug_symbol=yes

build log

scons: Reading SConscript files ...
Auto-detected 24 CPU cores available for build parallelism. Using 23 cores by default. You can override it with the `-j` or `num_jobs` arguments.
Building for platform "android", architecture "arm64", target "template_debug".
The system cannot find the path specified.
WARNING: Couldn't parse CXX environment variable to infer compiler version.
WARNING: Couldn't detect compiler version, skipping version checks. Build may fail if the compiler doesn't support C++17 fully.
scons: done reading SConscript files.
scons: Building targets ...
[100%] scons: `.' is up to date.
scons: done building targets.
INFO: Time elapsed: 00:00:06.49

Minimal reproduction project (MRP)

This is a Godot build script issue, so no MRP can be provided.

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