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Thread: Launching on iOS device

  1. #1
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    Launching on iOS device

    It seems there is a common theme that is running here. I too have a setup where Xcode can launch an app on any of my registered iOS devices. Using the same credentials I am unable to launch a syarter project. I get an error with code signing, it's a bit odd that I can launch the AR example! I really want to be able to use the engine in developing apps for my customers and clients but I need to get to the bottom of this and want to feel that the engine can support iOS in a stable way.

  2. #2
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    I'm really stumped with this

    anyone got any suggestions?

  3. #3
    1
    So, after trying everything short of a complete reinstall I have finally got this working.

    The solution, create a C++ project rather than a Blueprint project.

    Yes, it really was that simple and frustrating. I'm putting this here in case it saves some other poor soul's blood pressure.

  4. #4
    0
    Huh. Who'd have thought? Guess that's why Epic's ARSample is a code project, despite only containing an empty default GameModeBase. Was wondering about that.

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