Blacklisting: in your game .uproject file, opened as text, you should find something like this, under “Modules”:
{
"Name": "YourProjectsName",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms" : "Win64","Win32","Mac","Linux"]
}
I’m not sure what the abbreviation for IOS is, but you should add a line that looks like this:
"BlacklistPlatforms": "IOS"]
Make sure each line, except the last, has a coma at the end.
The UE4Editor.Target.cs should work fine as it is. I’ve successfully built the 4.14.3 branch 2 days ago without modifying the source. If you build the engine with the “bBuildAllPlugins=true” line in other configurations than “DevelopmentEditor” (i.e. “DevelopmentClient”), you might get compiling errors. But this isn’t your case if your other UE4Game/Client/Server.Target.cs files are unchanged.
- Proper troubleshooting would be to ask for which configuration are you packaging your game? WindowsClient, WindowsServer etc?
- Then, how are you packaging your game? (There are 3 ways: from the editor / using UnrealFrontend / manually, with commands on a shortcut/batch file)
- Can you please write your exact error, as it is being displayed?
I’d try one of the following:
1 - Cut the “OnlineSubsystemIOS” plugin and use “Generate Visual Studio Project Files” again. I doubt there’s anything else relying on “OnlineSubsystemIOS”. My guess would be the plugin descriptor is there, but something broken.
2 - Delete the “OnlineSubsystemIOS” plugin and manually re-add the source files from Git, for whatever engine version you’re using. Re-generate project files. Next time you package your game, it should automatically build the plugin, if it still somehow thinks it is required.