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Can't deploy blueprint project from iOS to Windows

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    #16
    That's good to hear but sadly I don't think it's the problem for me, cmd runs just fine but I'll run MalwareBytes in high hopes.
    Modeller at Visualisation One

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      #17
      What's actually happening when you build? Do you have any logs?

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        #18
        I'll post one when I next get a chance, but it's essentially the same as yours, gets to the 40% and errors out, though some times it has failed to find the "project name", but I am very sure I've done the iOS certificate steps correct and have the right fields filled in on the project settings, It did work in 4.16.3 but I have yet to try the 3rd person mobile project to see if it's some obscure problem with my main project. I'm sure when I have an iPad next to me 24/7 I'll be able to post about and fix the issue.

        Either way my project doesn't need AR yet so there's no real need for me to use 4.18 yet, but it would be nice.
        Modeller at Visualisation One

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          #19
          Antidamage turns out my problem must have came from the original project, I've no idea what was causing it but I've started a new 3rd Person project, set up the iOS certificates for that and once I had no trouble launching to device I migrated over my level and changed the start level around, it launches with no problem now to iOS in 4.18. I have no idea what caused the problem but I'm at least glad to know it's not the engine, just something weird that I had presumably done along the way.
          Modeller at Visualisation One

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            #20
            40% is the system valid the ipa cpu with the device, I guess you build an arm64 ipa, but try to install on an arm32 device(for example ipad mini1), if you install on a device arm64, then should install success.
            4.18 default build for ios use arm64, and 4.18 min support ios version is ios 9. to build a arm32 ipa, .you need to change the config file to:

            [/Script/IOSRuntimeSettings.IOSRuntimeSettings]
            bDevForArmV7=True
            bDevForArmV7S=False
            bDevForArm64=False

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              #21
              Took me around a month to actually get iOS deployment working properly, all that hassle with virtual machines etc. I wasn't even thinking of buying even simplest mac book, just to run the apps, hell no. I'd really like to help out, but honestly I went through every possible option and read through tons of answers hub posts tackling error after error. Through out the process I've been packaging on 3 different PCs (desktop and two notebooks), two engine versions (4.17 and 4.18) and two different virtual machines soft (VMWare and Virtual Box). What I can say is that it both works in all cases, although I was ready to drop the idea of doing mobile with UE and move to Unity at some point. So, I'd really love to help, but there are some many places where stuff can go wrong, some many different causes for errors that I can't remember even how I solved most of them.

              Drop logs of whatever errors you're getting now, it might ring a bell at some point. Don't loose faith though, it can work.
              VR/AR Development [Portfolio | YouTube | LinkedIn]

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                #22
                Definitely don't bother with a virtual machine. Get a real mac if you can, it'll make all the difference.

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                  #23
                  Bit of an update, I can package and build with a virtual machine and have AR apps loading to the iPad. I’ll happily get a cheap Mac though come the time for more serious stuff. There were a fair few issues along the way but it is possible.
                  Modeller at Visualisation One

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