title: Problem in packaging Failed! ureal Engine android project
body: <p>Problem when Package Unreal project for Android Device</p>
  
  <p>UATHelper: Packaging (Android (ATC)): FAILURE: Build failed with an exception.
  UATHelper: Packaging (Android (ATC)): * What went wrong:
  UATHelper: Packaging (Android (ATC)): A problem occurred configuring project ':app'.
  UATHelper: Packaging (Android (ATC)): > You have not accepted the license agreements of the following SDK components:
  UATHelper: Packaging (Android (ATC)):   [Android SDK Build-Tools 26.0.2].
  UATHelper: Packaging (Android (ATC)):   Before building your project, you need to accept the license agreements and complete the installation of the missing components using the Android Studio SDK Manager.
  UATHelper: Packaging (Android (ATC)):   Alternatively, to learn how to transfer the license agreements from one workstation to another, go to <a href="http://d.android.com/r/studio-ui/export-licenses.html" rel="nofollow noreferrer">http://d.android.com/r/studio-ui/export-licenses.html</a>
  UATHelper: Packaging (Android (ATC)): * Try:
  UATHelper: Packaging (Android (ATC)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
  UATHelper: Packaging (Android (ATC)): * Get more help at <a href="https://help.gradle.org" rel="nofollow noreferrer">https://help.gradle.org</a>
  UATHelper: Packaging (Android (ATC)): BUILD FAILED in 1m 15s
  UATHelper: Packaging (Android (ATC)): ERROR: cmd.exe failed with args /c "C:\Users\GAURAV\Documents\Unreal Projects\EndlessRunner\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleDebug
  UATHelper: Packaging (Android (ATC)):        (see C:\Users\GAURAV\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt for full exception trace)
  UATHelper: Packaging (Android (ATC)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
  UATHelper: Packaging (Android (ATC)): BUILD FAILED
  PackagingResults: Error: Unknown Error
  LogSlate: FSceneViewport::OnFocusLost() reason 2</p>