In Xcode7 (beta), it is now possible to deploy to an iPad/iPhone without paying the £99 dev program fee. I’m unfamiliar with the processes involved in iOS development, however as I’ve just got my hands on a shiny new iPhone and a Mac Book Pro I am tempted to port some of my UE4 projects.
I’m not really prepared to pay $99 just for test purposes (I know I can use the emulator) and I am wondering if it would be possible to deploy to my iPhone via UE4 without paying (my development costs are crippling me already).
Is this supported in UE4? & if not are there any plans to add this once Xcode7 is officially released?
How do you do it guys? Why does my UE4 remind me that my provision’s status is “No Valid Certificate Found” and my certificate’s status is “Expired” even though it says “2016-09-20” under Expires and fails packaging anyway just like when I package without provision?
You’ll still need to pay the $99 to release it in the app store, however you can now deploy to a device for free if you install Xcode7. I don’t recall how I got it working though, I think I simply followed Apples instructions on provisioning a device and it just worked…
From memory, I plugged my device into the mac, opened Xcode7, created a new iOS project (in Xcode7), selected my device from the top bar of Xcode, selected my team and clicked a ‘fix issues’ button that showed up under the team selection…
TBH, Apple don’t make it easy…
**EDIT - It may not be possible at all, I’ve just asked my work’s iOS developer and he has told me that my iPhone has a certificate from the workplace (not from my free developer account) and UE4 probably detected that…
I don’t recall doing anything with certificates though
Apologies if I gave anyone false hope, it may be possible but to me iOS development is a confusing mess…**
I’ll try that, but I’m a bit confused (basically because I’m a noob in iOS/Xcode development)… What happens when you’re already running UE4 editor from Xcode (using a github UEngine which contains a sample UE project)?
Is the “UE.EditorProject” Xcode project equivalent to the bundle ios app that this UE project contains? Or when you say
you are generating another xcode project which it’s really the bundle iOS app?
Does it make any sense? or we’re just talking about the same project and it’s just needed to change the build flags from Development Editor to Developlment depending if you want the editor on the “Mac” or the app on “Device”?
Any advices or recommendations to learn how to launch on iOS devices without joining the iOS Program (and just for testing purposes) would be very appreciated…