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Noob question; ARKit iOS development on Windows, is it possible?

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    Noob question; ARKit iOS development on Windows, is it possible?

    On UE 4.19.2, Windows 10, and have the latest version of iOS11 on.
    Never used Unreal for iOS development and trying to at least get an ARKit prototype working. Is it possible through Windows? I have tried a few things on the documentation. Certificates, Provision are all set up. Been spending hours researching solutions is it even possible?

    I have been trying to use my mac as a remote compiler but any tips would be helpful. Not using Unreal on my Mac cause its old but have the latest XCode.

    #2
    Yep, 4.19.2 works deploying ARKit iOS builds from Windows. I use a virtual Mac for the remote build machine using VMware.

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      #3
      Originally posted by IslandPlaya View Post
      Yep, 4.19.2 works deploying ARKit iOS builds from Windows. I use a virtual Mac for the remote build machine using VMware.
      Good to know, I doubt I’ll use that solution but at least I have hope it is possible. Thanks.

      Comment


        #4
        It is very possible. I've been doing it every day for an AR project. I have a Mac Mini connected to my local network and UE4 setup for remote build (all done in the Project Settings). The Mac Mini doesn't even need to be logged in, just turned on since UE4 logs in and access it via SSH. I can plug in the iOS device to the USB port on my Windows machine and just hit launch in UE4. So much easier than trying to do the same with Unity.
        Last edited by virtualHC; 06-29-2018, 03:39 PM.

        Comment


          #5
          Originally posted by virtualHC View Post
          It is very possible. I've been doing it every day for an AR project. I have a Mac Mini connected to my local network and UE4 setup for remote build (all done in the Project Settings). The Mac Mini doesn't even need to be logged in, just turned on since UE4 logs in and access it via SSH. I can plug in the iOS device to the USB port on my Windows machine and just hit launch in UE4. So much easier than trying to do the same with Unity.
          Please help me, I'm pulling my hair out trying to get my remote build setup between my PC and iMac. Not clue what the problems are.

          errors highlighted when attempting to launch an out-of-the-box handheld AR project. Followed this guide plus the official documentation for remote build.
          line 14, 15,& 22
          Code:
          • LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 31.825679
          • LogPlayLevel: Running AutomationTool...
          • LogPlayLevel: Parsing command line: -ScriptsForProject="C:/Users/oloug/Documents/Unreal Projects/ARKitTest1/ARKitTest1.uproject" BuildCookRun -project="C:/Users/oloug/Documents/Unreal Projects/ARKitTest1/ARKitTest1.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output
          • -platform=IOS -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -build -map=/Game/HandheldARBP/Maps/HandheldARBlankMap -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/HandheldARBP/Maps/HandheldARBlankMap -Messaging" -device=IOS@All_iOS_On_JAMESOLOUGHLINP -addcmdlin
          • e="-SessionId=140FA2984AADC9F63349C2B10ECC550B -SessionOwner='oloug' -SessionName='Launch On Device' " -run
          • LogPlayLevel: Setting up ProjectParams for C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject
          • LogPlayLevel: ********** BUILD COMMAND STARTED **********
          • LogPlayLevel: Completed Launch On Stage: Build Task, Time: 7.625801
          • LogPlayLevel: Running: C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe ARKitTest1 IOS Development -Project="C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject" "C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject" -NoUBTMakefiles -remoteini="C:\Users\oloug\Documents\Unreal Projects\ARK
          • itTest1" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
          • LogPlayLevel: Picking the default remote server 192.168.0.13
          • LogPlayLevel: Doing date +"%s" && sysctl hw.memsize | awk '{print $2}' && sysctl hw.logicalcpu | awk '{print $2}'
          • LogPlayLevel: Execute took 00:00:12.6383469
          • LogPlayLevel: ERROR: Failed to run init commands on 192.168.0.13. Output =
          • LogPlayLevel: ERROR: Failed to initialize a connection to the Remote Server 192.168.0.13
          • LogPlayLevel: Doing xcode-select --print-path
          • LogPlayLevel: Execute took 00:00:04.8720259
          • LogPlayLevel: Compiling with non-standard Xcode (xcode-select): /
          • LogPlayLevel: Doing ls /Platforms/iPhoneOS.platform/Developer/SDKs
          • LogPlayLevel: Execute took 00:00:11.9717807
          • LogPlayLevel: Compiling with iPhoneOS SDK on Mac 192.168.0.13
          • LogPlayLevel: ERROR: System.FormatException: Input string was not in a correct format.
          • LogPlayLevel: at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
          • LogPlayLevel: at System.Single.Parse(String s, IFormatProvider provider)
          • LogPlayLevel: at UnrealBuildTool.IOSToolChainSettings..ctor(String DevicePlatformName, String SimulatorPlatformName)
          • LogPlayLevel: at UnrealBuildTool.IOSToolChainSettings..ctor()
          • LogPlayLevel: at UnrealBuildTool.IOSToolChain.<>c.<.ctor>b__1_0()
          • LogPlayLevel: at System.Lazy`1.CreateValue()
          • LogPlayLevel: at System.Lazy`1.LazyInitValue()
          • LogPlayLevel: at UnrealBuildTool.IOSToolChain.ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List`1 Libraries, List`1 BundleResources, Dictionary`2 BuildProducts)
          • LogPlayLevel: at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo)
          • LogPlayLevel: at UnrealBuildTool.UEBuildTarget.PrepareReceipts(UEToolChain ToolChain, Boolean bCreateDebugInfo, EHotReload HotReload)
          • LogPlayLevel: at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload)
          • LogPlayLevel: at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions)
          • LogPlayLevel: Took 31.7582804s to run UnrealBuildTool.exe, ExitCode=5
          • LogPlayLevel: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe ARKitTest1 IOS Development -Project="C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject" "C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject" -NoUBTMakefiles -remoteini="C:\Users\oloug\Docu
          • ments\Unreal Projects\ARKitTest1" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.28-18.37.39.txt'
          • LogPlayLevel: (see C:\Users\oloug\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
          • LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
          • LogPlayLevel: Completed Launch On Stage: Build Task, Time: 31.302487
          • LogPlayLevel: BUILD FAILED
          • PackagingResults: Error: Deployment failed! Unknown Error

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