NullReferenceException from SampleDependencyImporter.LoadAssetDependencies when making Android build

Hello! I’m trying to make an Android build of my game using Unity 6000.0.11f1 and I’m receiving 3 null reference exceptions from a script in the core render pipeline package. It seems like the Addressables package is trying to load SRP samples of some kind… I think. I’m not sure if I need these or not, but it’s stopping me from building right now. Here’s the contents of the main error I’m getting. Any help would be appreciated!

NullReferenceException: Object reference not set to an instance of an object
SampleDependencyImporter.LoadAssetDependencies (System.String assetPath) (at ./Library/PackageCache/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs:113)
SampleDependencyImporter+SamplePostprocessor.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at ./Library/PackageCache/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs:42)
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <20a025bba6874f73adca28fec451f638>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <20a025bba6874f73adca28fec451f638>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <20a025bba6874f73adca28fec451f638>:0)
UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at <42462a90ef3445f4b98ded68963c9c4f>:0)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets, System.Boolean didDomainReload) (at <42462a90ef3445f4b98ded68963c9c4f>:0)
UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:BuildAddressablesWithResult(BuildMenuContext)
AddressablesPlayerBuildProcessor:DefaultBuild(AddressableAssetSettings) (at ./Library/PackageCache/com.unity.addressables/Editor/Build/AddressablesPlayerBuildProcessor.cs:143)
AddressablesPlayerBuildProcessor:PrepareForPlayerbuild(AddressableAssetSettings, BuildPlayerContext, Boolean) (at ./Library/PackageCache/com.unity.addressables/Editor/Build/AddressablesPlayerBuildProcessor.cs:100)
AddressablesPlayerBuildProcessor:PrepareForBuild(BuildPlayerContext) (at ./Library/PackageCache/com.unity.addressables/Editor/Build/AddressablesPlayerBuildProcessor.cs:79)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Update: I think this may have been because my min and target API levels were not set correctly. For my project they both needed to be set to 34 (Android 14) and that fixed this particular issue.