Well, after I've added .gnu_debuglink section to stripped libUE4.so LLDB 
managed to resolve the symbols.
But sometimes it asserts with the following message:
---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Assertion failed!
Program: ...ORPORATION\NSIGHT TEGRA\3.3.16035.4243\liblldb.dll
File: C:\wrk\llvm_git\tools\clang\lib\AST\Recor...tBuilder.cpp
Line: 82
Expression: FieldOffsets.count(FD) && "Field does not have an external offset"
For information on how your program can cause an assertion
failure, see the Visual C++ documentation on asserts
(Press Retry to debug the application - JIT must be enabled)
---------------------------
Abort   Retry   Ignore   
---------------------------
Any suggestions how to debug that?

Regards,
Mikhail

-----Original Message-----
From: Mikhail Filimonov 
Sent: Thursday, March 10, 2016 12:33 AM
To: lldb-dev@lists.llvm.org
Cc: Tamas Berghammer <tbergham...@google.com>; Pavel Labath <lab...@google.com>
Subject: LLDB + UE4 on Android

Hello, fellow developers!
 
I’m trying to debug Unreal Engine 4 sample on Android with LLDB 3.8 build from 
source - Win32 x86 liblldb.dll and Android ARM lldb-server : it can’t match the 
stripped module libUE4.so running on the device with a full version which is 
available on a host.
Unreal Build Tool don’t add the .note.gnu.build-id or .gnu_debuglink sections 
to ELF files – and it looks that only if the stripped ELF .so running on a 
target does have one of these than it could be matched with a full ELF module 
located on a host - is that true?
​
My reasoning is based on examination of
https://github.com/llvm-mirror/lldb/blob/release_38/source/Plugins/Process/gdb-remote/GDBRemoteCommunicationClient.cpp#L4328
and
https://github.com/llvm-mirror/lldb/blob/release_38/source/Plugins/ObjectFile/ELF/ObjectFileELF.cpp#L790

If so, I need to modify UBT to add the .build-id or .gnu_debuglink to a 
stripped libUE4.so

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