Ok I’m nearly there, trying to get the first person template working on my iPhone 4s for Google Cardboard (following this… https://imgur.com/a/Lwgxw).
But even though I’ve downloaded XCode and installed it in UE4 (how do i check where that is?), I keep on getting this error message in the Project Launcher…
LogTemp:Display: IPP ERROR: iTunes Not Found!!
s/Shared/UnrealEngine/4.12/EngineEnv CWD: /Users/Shared/UnrealEngine/4.12/Engine/Binaries/DotNET/IOSBranchPath = computerName///Users/Shared/UnrealEngine/4.12/Engine/Binaries/DotNET/IOS/…/… — GameBranchPath = computerName///Users/Shared/UnrealEngine/4.12/Engine/Binaries/DotNET/IOS/…/…IPP ERROR: iTunes Not Found!!
PackagingResults:Error: Error Software Development Kit (SDK) not found. Please install the SDK for the iOS target platform!
MainFrameActions: Packaging (iOS): mono: ERROR: Invalid SDK iPhoneOS.sdk, not found in /Library/Developer/CommandLineTools/Platforms/iPhoneOS.platform/Developer/SDKs
MainFrameActions: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): /Users/Shared/UnrealEngine/4.12/Engine/Binaries/DotNET/UnrealBuildTool.exe Cardboard IOS Development -Project="/Users/rfranks/Documents/Unreal Projects/Cardboard/Cardboard.uproject" "/Users/rfranks/
MainFrameActions: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error
which is weird because I definitely have iTunes on my Mac (could it be because it’s a managed machine at my university where I work, even though I have full permissions on this machine)
and I have all my certificates and profiles accepted…
XCode is a separate program to run code for code based projects on Macs, as Visual Studio is for PCs. This is not needed if your project is Blueprints Only.
When the Automation Tool fails as is shown in the partial log you have provided, the reason it failed is contained in the rest of the text. Please provide the entire log so that we can identify the issue.
In your certs image above, you show a certificate in the Provisions field. You will need to set up certifications and provisions as shown here:
Oh I thought XCode also installed the iOS SDK, anyhow I also downloaded the iOS 10 beta 4 SDK from here Sign In - Apple and installed it. My UE4 project is just using the First Person Template so I’m guessing that it’s all Blueprints only.
3 Ok following the iOS Quick Start here was my process based off the iOS Quick Start pages…
Downloaded and installed XCode beta 8 from here Sign In - Apple
Created my First Person Template with Mobile, Scalable & No Starter Content
Because I work for a university our IT guys had to setup the ID settings, so when I opened the accounts tab I had 2 selections, one as a user and one as a member like so…
Is your Apple ID associated with a paid Apple Developer Program or Apple Developer Enterprise Program? This is required to acquire your provisions and certificates… Please see this Post:
I’m afraid I lost sight of the fact that you were trying to use Google Cardboard with iOS as I thought you were not able to deploy the First Person project to the iPhone at all, regardless of the plugin. Let me know if you encounter any problems in this regard.
I had this exact same issue happen and will post this here in case anyone else has the same issue.
I always download xcode from the apple downloads site noted above and install in it’s own folder, so I can keep multiple versions of Xcode on my machine. So, I just got a new machine and have been migrating things over to the new machine. In doing that, I didn’t get Xcode from the default App Store location.
I have no idea if this is a UE4 or a macOS thing, but I installed Xcode from the Mac App Store (Even though I use xcode-select to set my version to the non /Applications/Xcode.app folder), and my iOS builds suddenly started working. Perhaps UE4 looks for something in the /Applications/Xcode.app bundle before it builds the app using your xcode-select settings. In any case it’s working for me now, so if others have this issue, try installing Xcode from the App Store.
Note: I didn’t see the “Itunes not found”. I just saw multiple errors saying the SDK wasn’t installed when trying to package.
In packager code (iPhonePackager.cs) I found place when this error came up:
// check to see if iTunes is installed
string dllPath = "";
if ( Environment.OSVersion.Platform == PlatformID.MacOSX ||
Environment.OSVersion.Platform == PlatformID.Unix)
{
dllPath = "/Applications/Xcode.app/Contents/MacOS/Xcode";
}
In my case there wasn’t relase version of Xcode (NOT BETA) at /Application/Xcode.app path.
Beta versions of Xcode are at '/Applications/Xcode-beta.app’ path
After installing XCode from App Store problem was solved.
I think there is the solutions: JohnKovalsky have already point the key resonse,
there is the way to set up xcode easily to sovle the problem
Thanks occams_blazer:
This was the correct answer for me. I installed brew on my Mac and i couldn’t Build on ue4 anymore. After i Uninstall brew (homebrew) that option became blank, but i was unaware of that until i saw this post. I Changed it and it now it works again