MACOS: Launch on device

I just finished to rebuild UE4Editor on mac and started to launch on device with simple level (blue print fps)
But got error, how could I fix it? It seem to be missing UE4Game file


LogPlayLevel:Display: IOSPlatform.Package: Package /Users/HoaiNam/Documents/Unreal Projects/DemoLevel/DemoLevel.uproject
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in mscorlib: /Volumes/MAC DATA/Project/UnrealEngine/UnrealEngine4.4.3/Engine/Binaries/IOS/UE4Game does not exist
LogPlayLevel:Display: Stacktrace:   at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, Boolean overwrite) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at UnrealBuildTool.IOS.UEDeployIOS.PrepForUATPackageOrDeploy (System.String InProjectName, System.String InProjectDirectory, System.String InExecutablePath, System.String InEngineDir, Boolean bForDistribution, System.String CookFlavor) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at Project.Package (AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at BuildCommand.Execute () [0x00000] in <filename unknown>:0
LogPlayLevel:Display: Program.Main: ERROR: /Volumes/MAC DATA/Project/UnrealEngine/UnrealEngine4.4.3/Engine/Binaries/IOS/UE4Game does not exist
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel:Display: Domain_ProcessExit
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: RunUAT ERROR: AutomationTool was unable to run successfully.

Just found the UE4Game in the child Payload folder and copy it to iOS folder but still got same error

Please post this question on the AnswerHub and include a link to this post. Thanks!

will do it
I just wonder that everything will be asked in answerhub?
How is this forum?

You are welcome to post questions here and leave this here in case someone in the forum community has a solution. However, problems that entail error codes like the one you’ve posted above may need a developer to look at. They are more likely to be made aware of this through the AnswerHub than on the .

thanks for clarify it :slight_smile: