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4.17.2 IOS Packaging ERROR

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    4.17.2 IOS Packaging ERROR

    Updated to 4.17.2 and now I can't package my project for iOS
    Tell me please what can be the problem?

    UATHelper: Packaging (iOS): Project.Cook: ********** COOK COMMAND COMPLETED **********
    UATHelper: Packaging (iOS): Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
    UATHelper: Packaging (iOS): Project.WriteStageCommandline: Creating UE4CommandLine.txt
    UATHelper: Packaging (iOS): Project.CreateStagingManifest: Creating Staging Manifest...
    UATHelper: Packaging (iOS): CookPlat IOS, this IOSPlatform
    UATHelper: Packaging (iOS): UnrealPluginLanguage.Init: UPL Init: None
    UATHelper: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: System.FormatException: Input string was not in a correct format.
    Attached Files

    #2
    Are you sure you've got the proper Xcode 9 and not the old beta version? That compatibility has changed.
    Theia Interactive makes immersive VR experiences in collaboration with the world’s leading companies and creatives, leveraging this bleeding edge technology to pioneer the next generation of entertainment, storytelling, and customer engagement.

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      #3
      Hello, StephaBon!

      I building my project for iOS on Windows

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        #4
        I am having the same issues in 4.16.3. I have gone through all the online docs, deleted everything from developer site and redid and neither packaging or launching works. I have followed everyones ideas and none seem to work for me. Keep getting plist errors cant figure it out. Hopefully someone can help here. Maybe i will just keep publishing to mac forget IOS seems way too complicated
        Attached Files

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          #5
          Originally posted by Asquires2002 View Post
          I am having the same issues in 4.16.3. I have gone through all the online docs, deleted everything from developer site and redid and neither packaging or launching works. I have followed everyones ideas and none seem to work for me. Keep getting plist errors cant figure it out. Hopefully someone can help here. Maybe i will just keep publishing to mac forget IOS seems way too complicated
          You don't have installed Mobile Provision.
          Realtime Database Firebase | Ultimate Mobile Kit Firebase | Extended Facebook | Universal Mobile Ads | Google Analytics

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            #6
            Trust me I know!!, that's the problem, every time I try to import the Provisions, it says importing and then does nothing. I am pretty sure it's not on the Apple Developers site. I have gone through a million tutorials to set everything up, so I know certificates and Provisions are all correct, its something on the Unreal Engine 4.17.2 end that's giving me issues. Is there a certain folder these certificates and provisions go into. I have my certificate in my Project folder /Build, and my mobileprovision in Project Folder/Build/ IOS folder.
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              #7
              My very short tutorial on certificates and provision files for iOS remote building.

              1 Create a Developer account on developer.apple.com and pay the 100$.

              2 Get a Mac (or a sort of Mac) and install Xcode 9.

              3 Open Xcode and in preferences-Accounts log to you Developer account Apple ID.

              4 Create a iOS Developer and iOS Distributor certificates on the "manage certificates" button.

              5 Go to developer.apple.com and create an AppID with the same name of your Unreal project, add your test devices and generate 3 provisions. One for developer, AddHog and AppStore.

              6 Download the provisions to your PC.

              7 In Xcode on your mac Preference-Accounts click the "Download Manual profiles"

              8 In Xcode Preferences-Accounts-Manage Certificates Export both certificates to your Mac desktop.

              9 Open your Keychain and import those certificates exported from Xcode to the System tray (THIS IS VERY IMPORTANT) as rSync cannot interact with the Login tray of the Mac Keychain (and that's where Xcode add the certificates by default)

              10 Go to the Login Tray of the Mac Keychain and export each certificates (the developer and the Distribution) separately in the form of Certificates files. And Export the Keys to those certificates in the form of .P12 files.

              11 Transfer those 4 exported files to your PC.

              12 Open unreal and in Project preference iOS tab import both certificates and when asked for a key submit the .P12 key exports respectively.

              13 Add the provision profiles you previously downloaded from the developer.apple.com.

              14 Uncheck all Certificates and provisions and let unreal manage which to use.

              15 get the IP address of you "Mac" and add it to the remote server with a administrator Mac account.

              16 Run Create SSH permission file. Submit the password for the administrator user twice.

              17 In the Mac´s System Preferences-Sharing enable remote Login allow access to all users.

              18 Sometimes it takes a Restart to read new certificates on the Mac.

              19 Go to your Unreal PC Save all and Build.

              Cheers.

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