UE support UPL with iOS since 4.13 update.
Android example is exist in /Engine/Plugins/Runtime/GearVR/Source/GearVR/GearVR_APL.xml
but iOS example is not exist.
I try below upl xml code.
<?xml version="1.0" encoding="utf-8"?>
<root>
<!-- init section is always evaluated once per architecture -->
<init>
<log text="IPL init"/>
<copyDir src="$S(PluginDir)/ThirdParty/iOS/resource/"
dst="$S(BuildDir)/" />
<log text="IPL resource -> $S(BuildDir) copy done"/>
</init>
<iosPListUpdates>
<log text="IPL In iosPlistUpdates...."/>
<insert>
<key>CFBundleVersion</key>
<string>0.4a</string>
</insert>
</iosPListUpdates>
</root>
init process is normally passed.
but iosPlistUpdates is not passed.
what’s wrong with this?
I saw that upl use “iosPlistUpdates” keyword in “UEDeployIOS.cs”…
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Build Error Output log.
[2016.09.19-09.08.01:513][584]LogPlayLevel: UnrealBuildTool: UnrealBuildTool Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
[2016.09.19-09.08.01:513][584]LogPlayLevel: UnrealBuildTool: at System.ThrowHelper.ThrowKeyNotFoundException () [0x00000] in :0
[2016.09.19-09.08.01:513][584]LogPlayLevel: UnrealBuildTool: at System.Collections.Generic.Dictionary`2[System.String,UnrealBuildTool.UnrealPluginLanguage+UPLContext].get_Item (System.String key) [0x00000] in :0
[2016.09.19-09.08.01:513][584]LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.UnrealPluginLanguage.ProcessPluginNode (System.String Architecture, System.String NodeName, System.String Input, System.Xml.Linq.XDocument& XMLWork) [0x00000] in :0
[2016.09.19-09.08.01:513][584]LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.UEDeployIOS.GenerateIOSPList (System.String ProjectDirectory, Boolean bIsUE4Game, System.String GameName, System.String ProjectName, System.String InEngineDir, System.String AppDirectory, UnrealBuildTool.UEDeployIOS InThis) [0x00000] in :0
[2016.09.19-09.08.01:513][584]LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.UEDeployIOS.GeneratePList (System.String ProjectDirectory, Boolean bIsUE4Game, System.String GameName, System.String ProjectName, System.String InEngineDir, System.String AppDirectory) [0x00000] in :0
[2016.09.19-09.08.01:514][584]LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.UEDeployIOS.PrepForUATPackageOrDeploy (UnrealBuildTool.FileReference ProjectFile, System.String InProjectName, System.String InProjectDirectory, System.String InExecutablePath, System.String InEngineDir, Boolean bForDistribution, System.String CookFlavor, Boolean bIsDataDeploy)
[0x00000] in :0
[2016.09.19-09.08.01:514][584]LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.UEDeployIOS.PrepTargetForDeployment (UnrealBuildTool.UEBuildTarget InTarget) [0x00000] in :0
[2016.09.19-09.08.01:663][598]LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs (System.String[] Arguments) [0x00000] in :0
[2016.09.19-09.08.01:664][598]LogPlayLevel: CommandUtils.Run: Run: Took 11.705935s to run mono, ExitCode=5