I have been taking that same remote testing approach (Unreal Remote 2 app, edits to the .ini file, and the AR session check) with iOS app testing to save time deploying between a PC/Mac and an iPad. Many thanks for documenting the steps as a resource for all. I use this to test the UI elements in the app I am developing but not the AR portion of the app since the AR session is not running. As a result, while the the Remote 2 approach helps with some aspects of the iOS app development process, I still need to deploy to the iPad to test the app’s AR functionality.
But if I have misunderstood something in the documentation or if you happen to know a way to remotely test AR functionality in an iOS app development, I would be most grateful. I have been hoping that there might be some progress in developing a remote session for UE4 to iOS specifically for AR functionality much like the HoloLens streaming via the Holographic Remoting Player, but I have not encountered it yet.
Again, thanks for outlining the documentation; it is very much appreciated.