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    I am really fed up...

    The documentation does not even come close to showing what needs to be done... Or am I blind? I am really fed up with having to search for days, refining the terms with which I search so many times that I have lost count of how many times it has been... Why is there not up to date documentation to tell us how to do things with apple? Why? I haven`t been able to find specific information on why the mobile provision and certificate I created for my iOS app do not work, although I have followed all of the instructions innumerable times, trying and re-trying for days on end, just to have it stare me blankly in the face with no change... This is really starting to **** me off...

    #2
    Take a deep breath and slow down a little.
    Explain the problem to us so that we might help you.
    The documentation cannot foresee every problems that may happen.

    For iOS, a lot of the work needs to be done on the Apple side of things.
    Are you using a registered Apple Developer account?
    Are you trying to use the remote UE4 tool from a PC?
    Are you working on a mac?
    Are you using Xcode, Visual Studio or working with a blueprint only project?

    Comment


      #3
      mobile provisions and certificate is extremely annoying. The first step is to just admit that your entering a labyrinth of security protocols, not a user friendly easy experience. Holding "Why is this SO HARD!?" in your head doesn't do anything, just admit it's hard. Then trial and error your way to success. Took me about 7 full days of various attempts to get the developer build packaging on iphone and then another full week to get a successful shipping build accepted on my apple account. Hundreds of package fails, build fails and server rejections (literally hundreds)...but for the time being I have it working. There are tons of quirky little things that can cause it to fail so it's hard to give a one shot reason why yours isn't working. A few hints that worked for me:

      -Use an apple computer (no cloud mac or virtual servers on windows as that just adds more potential things that can go wrong). Even if you get windows packager to succeed on the iphone (this is what I got working first), you still need an xcode app to submit that app to apple.

      -I did all my certificates through my apple developer account and my apple computer. I did not use xcode to handle any certificates (I believe that to be true but I was trying so many things I could be wrong about that).

      -Deleting all certificates, provisions and keys before a new *Fix attempt is helpful. Just wipe everything and start from scratch, in other words just delete the provision and certificate and try again with new ones. Be careful with that that too though because there are errors in the app dev account that will say "You have created max number of provisions" even though you deleted them. Then that sends you off on another trouble shooting binge. So yeah have fun

      Comment


        #4
        It really shouldn't be this hard.
        It's not this hard with native iOS apps. It's not this hard with Unity apps. It's not this hard with Xamarin apps.




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          #5
          It really is hard and everyone has a different way to do it. Epic should help us get past this with clear concise instructions. People should also just stop using Apple products.

          Comment


            #6
            iOS is actually really easy. On UE it just works. Any time it doesn't work you need to go back to the quickstart guide, with one modification: instead of downloading your profile, have XCode download and install them through the account settings.

            If it's not working then you didn't follow the guide. And don't sod around with building on Windows since you can't release or debug the device on that platform.

            Comment


              #7
              Originally posted by Antidamage View Post
              iOS is actually really easy. On UE it just works. Any time it doesn't work you need to go back to the quickstart guide, with one modification: instead of downloading your profile, have XCode download and install them through the account settings.

              If it's not working then you didn't follow the guide. And don't sod around with building on Windows since you can't release or debug the device on that platform.

              ""Any time it doesn't work you need to go back to the quickstart guide, with one modification:""

              I don't remember seeing the modification step anywhere on the quickstart guide. So you just added another potential solution to go along with the other "solutions" other non-epic people are posting. I also don't see many people saying how easy it was to get ios to work. We have started fresh and followed the guide 3 separate times and it still doesn't work. Maybe Epic needs to clean up the instructions a little bit so you have a flood of people saying how easy it Actually is. Just my 2 cents.

              Comment


                #8
                I patched a bug in the Unreal Engine codebase that prevented adhoc from even being possible.
                Who knows how long it's been in there. So if you're trying to do an adhoc build, it flat out ain't gonna work until this fix wiggles its way through the system. I'm going to submit the formal fix tonight after I experiment with it a bit more. I don't want to add more problems to it.

                -Chilton

                Comment


                  #9
                  Originally posted by Ryanfernie View Post


                  ""Any time it doesn't work you need to go back to the quickstart guide, with one modification:""

                  I don't remember seeing the modification step anywhere on the quickstart guide. So you just added another potential solution to go along with the other "solutions" other non-epic people are posting. I also don't see many people saying how easy it was to get ios to work. We have started fresh and followed the guide 3 separate times and it still doesn't work. Maybe Epic needs to clean up the instructions a little bit so you have a flood of people saying how easy it Actually is. Just my 2 cents.
                  Why would a step I added as an addendum just for you be in the guide? Did you even try it?

                  Whatever you're doing wrong, you're doing it wrong every time. Either put the time in to understand the underlying process or start paying attention to what you're doing. If there's more than one of you working on this, try attempting it individually. You're probably not starting with a clean project to see if it's you or your code causing it to fail. You haven't even said what your issue is yet.

                  Comment


                    #10
                    Originally posted by ANameTooLongToFi View Post
                    Take a deep breath and slow down a little.
                    Explain the problem to us so that we might help you.
                    The documentation cannot foresee every problems that may happen.

                    For iOS, a lot of the work needs to be done on the Apple side of things.
                    Are you using a registered Apple Developer account?
                    Are you trying to use the remote UE4 tool from a PC?
                    Are you working on a mac?
                    Are you using Xcode, Visual Studio or working with a blueprint only project?
                    Thanks all for all of your input. I just want to apologise. I was a bit frustrated and needed to vent.
                    I have a project that I have been working on for nearly four years. Last Thursday we launched the light version on the play store.

                    https://play.google.com/store/apps/d...MishkanProject

                    Before that our ministry really had problems getting our Apple developer profile going. They are so full of ****... It really amazes me. It is as if Apple truly doesn`t want anyone to publish iOS apps. Anyway...

                    I was a videographer but four years ago the need arose for this app to be developed and so I jumped in. I didn`t know anything about app development or 3d modelling or any of this at all. Started out with Unity. Learned everything I had to through this here interweb... Very grateful to people for sharing their knowledge so freely. So we finally come to the point where we have been registered as an Apple developer and I try to package the app straight from my "light" Unreal project that I built the Android app from.

                    So, ANameTooLongToFi, to answer your questions.

                    1. Yes I am using a registered Apple developer account.
                    2. I am not trying to use the remote UE4 tool on PC. I am trying to build straight from my PC . Seems that that is not feasible.
                    3. I am working on a PC. But I have a late 2014 Macbook pro also.
                    4. I am not using Xcode. But I do have Visual studio on my PC as well as Xcode on my mac. My project is BP only with extremely simple functionality.

                    What I don`t understand is why I get the message "remote compiling requires a server name", while I have a BP only project. It seems my provision and certificate are working. I am also now launching a clean first person project to my test iPhone six and it seems to be going swimmingly atm.
                    Last edited by Bernessas; 08-14-2019, 09:01 AM.

                    Comment


                      #11
                      Originally posted by Bernessas View Post
                      2. I am not trying to use the remote UE4 tool on PC. I am trying to build straight from my PC . Seems that that is not feasible.
                      Building from PC limits you to blueprint projects, and a lot of the time that means no marketplace plugins unless they distribute the binaries for the plugin with it. So for example I do all of my development on Windows and my project targets Windows, Mac, Linux, HTML, iOS and Android, but for building/cooking/packaging on iOS and Mac I rsync it to the Mac and do it all there. There's a lot of different ways to build UE for iOS but this is the one that has the balance of simplicity and powerful hardware.

                      On the Mac side of things all I have to do is get XCode to download my profiles and certs, select them in the project and then it's ready to go. It really is that easy.

                      The only caveat is at release time you have to copy the IPA to Windows, unzip it, fix an icon and re-package it, but all of the tools to do this are provided by UE and it's trivial. You do need both platforms for this reason though.

                      So first things first: figure out if you'll ever need to build on your Mac. Hint: the answer is eventually "yes" if you plan to release. Plus the amazingness of Testflight can't be ignored.

                      That means it's worth testing to see if you can do an end-to-end build and deployment to TestFlight from your old Macbook. Also keep in mind that Apple sunsets older versions of XCode fairly quickly, so if your Macbook can't run a version of the OS that supports the right version of XCode for the current version of iOS you'll need to upgrade. That means don't rush out and buy a six year old second-hand Mac Mini to build on because it probably won't work. Almost all of the cheap, used Mac Minis I see for sale are developers who can't use them to build their apps anymore.

                      Remote compiling seems to be broken at the moment. It's a friggen chore either way and to fix it you need to be at expert level in Linux. Just use Robocopy on Windows to sync any changes between your projects. Here's how I do it:

                      Code:
                      cmd /k robocopy "D:\Active Projects\MyProject" "\\Macintosh\antidamage\UE4\Projects\MyProject" /e /zb /MT:3 /xo /xd .git /xd Intermediate /xd Saved /xd Binaries /xd Build /xd .vs /xf .DS_Store
                      Put it in a .bat file and run it as Administrator. If you make any changes on the Mac you can just swap the paths and sync your changes back. Then for a really smooth experience run Synergy 1 so you can treat the Mac like a second screen and slide your mouse over to it.
                      Last edited by Antidamage; 08-14-2019, 11:06 AM.

                      Comment


                        #12
                        Hi Antidamage. Thanks for your reply. I am now busy setting up a repository for this project and I will then pull the whole thing to my mac. From there I will then see how far I get with the testing and packaging.

                        Comment


                          #13
                          Just hang in there. There's a lot of little details to set up but once it's configured you won't have to change anything in the future.

                          Comment


                            #14
                            Awesome, that is very good news... Thanks a lot for your time and effort. I really appreciate it.

                            Comment


                              #15
                              I don't build for iOS (gave up because I think the price of the hardware is too expensive for my taste, if not any taste), but sometimes I just hang in to see which are the difficulties people have and if I can see a light here and there. The hints Antidamage is providing are pure gold (along from what I have being able to follow during couple years in the community) and I thank him for being such a good example in the UE4 community, a rare find these days someone expend 10 to 30min over the forums just for the sake of helping people. Something Kalvothe could keep an eye over and when opportunity comes make the community aware of such exemplary individuals.
                              Nilson Lima
                              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                              Join us at Discord: https://discord.gg/uFFSEXY

                              UE4 Marketplace: Cloudscape Seasons
                              supporting: Community FREE Ocean plugin

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