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'