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Still possible to deploy BP only direct to device?

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    Still possible to deploy BP only direct to device?

    Is it still possible to deploy a BP only porject to device on Windows? Seems to have been broken for me for a couple of engine versions now?


    Error: ERROR: Stage Failed. Missing receipt 'xxxxxxxxxxxxxxxxxxxxx\Binaries\IOS\Rockety3.target'. Check that this target has been built.

    LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.518974
    LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
    LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000062
    LogPlayLevel: BUILD FAILED
    PackagingResults: Error: Deployment failed! Missing UE4Game binary.
    You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
    UE4Game <Platform> <Configuration>

    (Ironically seems to deploy fine on mac without using xcode)
    Last edited by OptimisticMonkey; 02-26-2019, 10:17 PM.
    https://www.casualdistractiongames.com

    #2
    [UPDATE] Looks like 4.22 gets closer:

    : Running: g:\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Deploy -manifest xxxxxxxxxxxxxxxxxxxxxxxx\Saved\StagedBuilds\IOS\Manifest_DeltaUFSFiles_xxxxxxxxxxxxxxxxxxxxP63GFGB7.txt" -device All_iOS_On_xxxxxxxxxxxxxxxxx7 -additionalcommandline "-SessionId=CE3C808943C72730C8D90EBEDB8366
    8D -SessionOwner="bob" -SessionName="Launch On Device" " -bundle xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    LogPlayLevel: Failed to create deployment server process (The system cannot find the file specified)
    LogPlayLevel: Exception: System.Net.Sockets.SocketException (0x80004005): No connection could be made because the target machine actively refused it 127.0.0.1:41000
    LogPlayLevel: at DeploymentServer.Program.ClientLoop(TcpClient IsServiceRunning, String[] Args, String LocalCommand) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\IOS\DeploymentServer\Program.cs:line 940
    LogPlayLevel: Took 9.4359121s to run DeploymentServer.exe, ExitCode=0
    https://www.casualdistractiongames.com

    Comment


      #3
      Look if a folder like Intermediate/Source exist? Likely it contains source files and the Rockety3.target. If your project is not a code project, you should delete this folder to get rid of this ERROR.

      Comment


        #4
        OptimisticMonkey, Did you find a fix for this? I have the same issue...

        Comment


          #5
          me too, dont know how to fix this....

          Comment


            #6
            The issue is still there...4.25.1

            Code:
            LogPlayLevel: ********** DEPLOY COMMAND STARTED **********
            LogPlayLevel: Running: E:\UnrealEngine\UE_4.25\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Install -ipa "E:\UnrealProjects\iosagain\Binaries\IOS\iosagain.ipa" -device All_iOS_On_DESKTOP-73864OC -additionalcommandline "-SessionId=45BBCAA543A0C989115F5FB1CE63821F -SessionOwner="nnn" -SessionName="Launch On Device" "
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Creating Deployment Server ...
            LogPlayLevel: Unhandled Exception: System.Net.Sockets.SocketException: No connection could be made because the target machine actively refused it 127.0.0.1:41000
            LogPlayLevel: at DeploymentServer.Program.GetServiceClient(String LocalCommand) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\IOS\DeploymentServer\Program.cs:line 689
            LogPlayLevel: at DeploymentServer.Program.ClientLoop(String[] Args, String LocalCommand) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\IOS\DeploymentServer\Program.cs:line 986
            LogPlayLevel: at DeploymentServer.Program.Main(String[] Args) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\IOS\DeploymentServer\Program.cs:line 1137
            LogPlayLevel: Took 53,9074862s to run DeploymentServer.exe, ExitCode=-532462766
            LogPlayLevel: Command failed (Result:-532462766): E:\UnrealEngine\UE_4.25\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Install -ipa "E:\UnrealProjects\iosagain\Binaries\IOS\iosagain.ipa" -device All_iOS_On_DESKTOP-73864OC -additionalcommandline "-SessionId=45BBCAA543A0C989115F5FB1CE63821F -SessionOwner="Yari" -SessionName="Launch On Device" ". See logfil
            e for details: 'DeploymentServer-2020.06.10-18.29.10.txt'
            LogPlayLevel: AutomationTool exiting with ExitCode=-532462766 (-532462766)
            LogPlayLevel: Completed Launch On Stage: Build Task, Time: 112.967875
            LogPlayLevel: BUILD FAILED
            PackagingResults: Error: Deployment failed! Unknown Error

            Comment


              #7
              I have the same issue. I have a blueprint-only project and I have followed the tutorial many times now.
              I have tired:
              1. In my last attempt I created a new project with just the basic content in it and tried to launch on the iPad (which is connected to the Windows computer via USB). Still I am getting the same error message. i.e. SocketException.
              2. Deleted and recreated all certificates from Apple's Developer site. The provision and certificate are green so I don't think this was ever an issue but I tried it just in case. I got the same error again
              3. I've tried on another iPad Pro. Both devices are listed in the Devices section on Apple's Developer site. Same error again.
              4. Then I run IPhonePackager (both as user and as admin) and tried to "Install IPA to hardware" under "Advanced Tools". No go.
              5. In Iphonepackager I then tried "Advanced tools" -> "Other Deployment Tools". In the new pop-up (where all connected devices should be shown) there is nothing. In the command prompt I get the error message "IPP ERROR: Failed to connect to an IPC Port: The system cannot find the file specified. \n\n IPP ERROR: Enumerating devices failed"
              6. I disabled all firewalls, etc and retried 4 and 5 with no change in the error messages.

              At this point I'm completely at a loss as to what else to try. Has anyone had any luck with this? Or any other ideas on what to try? Initially I thought it was something from my project that was causing the issue. Now I created a new project with the 2 chairs and the table and tried to export that.

              Any help or ideas are more than welcome.

              Thank you.

              Comment


                #8
                First time posting here because this problem is 1) Seemingly impossible, and 2) Completely ridiculous. Why would it be such a massive headache to put a game made for phones onto a phone? I have the exact error message as above, "Unhandled Exception..." ending with, "PackagingResults: Error: Deployment failed! Unknown Error". I did everything everyone else did, everything. If so many people have this problem, why is there no solution?

                Comment

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