4.7p6 - iOS Building broken

Since 4.7p6, iOS build failed. (Error: Failed to connect to bundle)

Tried with my project and TappyChicken.

OUPUT LOG :

LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Unreal_Engine4\4.7\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Backup -file "E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS\Manifest_UFSFiles.txt" -file "E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS\Manifest_NonUFSFiles.txt" -device All_iOS_On_EDDYPC -bundle com.YourCompany.TappyChicken
LogPlayLevel: DeploymentServer: [deploy] Created deployment server.
LogPlayLevel: DeploymentServer: [DD] Trying to connect to mobile device running iOS ...
LogPlayLevel: DeploymentServer: [DD] Mobile Device 'iPad de Eddy' connected
LogPlayLevel: DeploymentServer: Failed to connect to bundle 'com.YourCompany.TappyChicken' with Invalid Response Error
LogPlayLevel: DeploymentServer: [DD]  ... Error: Failed to connect to bundle 'com.YourCompany.TappyChicken'
LogPlayLevel: DeploymentServer: [DD]
LogPlayLevel: DeploymentServer: Exiting.
LogPlayLevel: CommandUtils.Run: Run: Took 2,202126s to run DeploymentServer.exe, ExitCode=1
LogPlayLevel: ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:1): C:\Program Files\Unreal_Engine4\4.7\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Backup -file "E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS\Manifest_UFSFiles.txt" -file "E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS\Manifest_NonUFSFiles.txt" -device All_iOS_On_EDDYPC -bundle com.YourCompany.TappyChicken. See logfile for details: 'DeploymentServer.txt'
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND COMPLETED **********
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Unreal Projects\TappyChicken2\TappyChicken.uproject=True
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists E:\Unreal Projects\TappyChicken2\TappyChicken.uproject=True
LogPlayLevel: InternalUtils.SafeCreateDirectory: SafeCreateDirectory E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS
LogPlayLevel: Project.LogDeploymentContext: Deployment Context **************
LogPlayLevel: Project.LogDeploymentContext: ArchiveDirectory = IOS
LogPlayLevel: Project.LogDeploymentContext: RawProjectPath = E:\Unreal Projects\TappyChicken2\TappyChicken.uproject
LogPlayLevel: Project.LogDeploymentContext: IsCodeBasedUprojectFile = False
LogPlayLevel: Project.LogDeploymentContext: DedicatedServer = False
LogPlayLevel: Project.LogDeploymentContext: Stage = True
LogPlayLevel: Project.LogDeploymentContext: StageTargetPlatform = IOS
LogPlayLevel: Project.LogDeploymentContext: LocalRoot = C:\Program Files\Unreal_Engine4\4.7
LogPlayLevel: Project.LogDeploymentContext: ProjectRoot = E:\Unreal Projects\TappyChicken2
LogPlayLevel: Project.LogDeploymentContext: PlatformDir = IOS
LogPlayLevel: Project.LogDeploymentContext: StageProjectRoot = E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS\TappyChicken
LogPlayLevel: Project.LogDeploymentContext: ShortProjectName = TappyChicken
LogPlayLevel: Project.LogDeploymentContext: StageDirectory = E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS
LogPlayLevel: Project.LogDeploymentContext: SourceRelativeProjectRoot = TappyChicken
LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForStage = TappyChicken
LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = TappyChicken
LogPlayLevel: Project.LogDeploymentContext: ProjectArgForCommandLines = ../../../TappyChicken/TappyChicken.uproject
LogPlayLevel: Project.LogDeploymentContext: RuntimeRootDir = E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS
LogPlayLevel: Project.LogDeploymentContext: RuntimeProjectRootDir = E:\Unreal Projects\TappyChicken2\Saved\StagedBuilds\IOS\TappyChicken
LogPlayLevel: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: PakFileInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: End Deployment Context **************
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel: IOSPlatform.Package: Package E:\Unreal Projects\TappyChicken2\TappyChicken.uproject
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Unreal_Engine4\4.7\Engine\Binaries\IOS\UE4Game=False
LogPlayLevel: IOSPlatform.Package: Failed to find game binary C:\Program Files\Unreal_Engine4\4.7\Engine\Binaries\IOS\UE4Game
LogPlayLevel: ErrorReporter.Error: ERROR: AutomationTool error: Stage Failed.
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in IOS.Automation: Could not find binary C:\Program Files\Unreal_Engine4\4.7\Engine\Binaries\IOS\UE4Game. You may need to build the UE4 project with your target configuration and platform.
LogPlayLevel: Stacktrace:    ? IOSPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL)
LogPlayLevel:    ? Project.Package(ProjectParams Params, Int32 WorkingCL)
LogPlayLevel:    ? BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    ? BuildCommand.Execute()
LogPlayLevel:    ? AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    ? AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:    ? AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    ? AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:    ? AutomationTool.Program.Main()
LogPlayLevel: Program.Main: ERROR: Could not find binary C:\Program Files\Unreal_Engine4\4.7\Engine\Binaries\IOS\UE4Game. You may need to build the UE4 project with your target configuration and platform.
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: copying UAT log files...
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 30.251074
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Deployment failed! Unknown Error
LogXAudio2:Warning: Failed to create audio buffer for 'SoundWave /Engine/EditorSounds/Notifications/CompileFailed.CompileFailed'

yea i was really hoping this would be working in preview six.

Affected as well. And I hoped 4.7 would fix the tilt input :confused:

Yeah it ain’t working for me either.

Howdy all,

Just to give you an update about preview 6. There is a known issue where packaging for iOS is actually packaging for Windows (UE- 9948). There is also a known issue where launch on is failing when attempting to launch on an iOS device (UE-9471). There is a fix in for both of these issue, though I am currently unsure as to when the fix will be implemented.

This is also a reminder that Preview builds are not intended to be used for active development or packaging/deployment of your project.

Thanks and have a great day!

Think you can give us an update or time frame on when 4.7 will be released?

Hey Gotgrassct,

At this time, I uncertain of when the exact release will be available. We are working to get this build to be the best yet. I will be sure to keep you updated if I hear any rough idea of when this will be released.

Thanks

Okay. Thanks, .

Now it’s ok for me. (Since 4.7p7)

Hey Eddy71,

Glad to here that this issue has been fixed for you. If you run into a similar issue, please feel free to re-open this issue so that I may be able to assist further.

Thanks and have a great day!

I now have this issue. I am running 4.7.6 and building from the PC. This issue also exists on the mac. Any reason that this should still be an issue especially if other users are no longer having the issue?

Howdy jcdied4me,

Thank you for commenting on this issue. This issue has been verified as fixed. Would you be able to provide a bit of additional information on this issue so that i may be able to further investigate? Would you be able to replicate this issue on a blank template project? Would you be using a Binary or Source version of UE4? Is your project a blueprint based project or code based?

Could you also attach your Build log files to this post?

Any additional information would be greatly appreciated.

Thanks and have a great day!

I have the same identical issue on my 4.11.2 version and I can attach the support file to investigate the problem and with the same scene on a pc it works and on another give this error (Win 10 64 bit for IOS)

Hello,

Please open a new post in the Packaging and Deployment section with details on your issue, and provide your full output log in the new post.

Thank you

Hey Gribbs. I am having the same problem.

I opened a fresh copy of the latest released Tappy Chicken example game. (blueprint based). I am using UE 4.12.1.

Here’s the error log:
PackagingResults:Error: Error Deployment failed! Unknown Error
LogXAudio2:Warning: Failed to create audio buffer for ‘SoundWave /Engine/EditorSounds/Notifications/CompileFailed.CompileFailed’

I plugged in my iPhone and the build starts building as I hit launch “All_IOS_On_DESKTOP_ELEAK4B”. At the end of the build I got that error

Mykita,

Please upload your error output as a .txt file with your new thread post on AnswerHub. Your issue may not be the same as this one and we do like to keep them separated for resolution ease.

I’ll be on the lookout for a new post from you, thanks!