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Blank project deployment fails without errors/warnings into the log.

Hi people,

Despite the fact that I’ve followed the entire Unreal’s guide + verify the engine integrity + removed the intermediate folder and some other temp folders, my packages fail even on a blank project.
As you can see with the log, I do not see any errors or warnings. Feel free if somebody has an idea.

Note: Log attached to the post.

This is the error that made it not package:

"LogPlayLevel: ERROR: System.FormatException: Le format de la chaîne d’entrée est incorrect.
LogPlayLevel: à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
LogPlayLevel: à System.Single.Parse(String s)
LogPlayLevel: à UnrealBuildTool.IOSExports.SupportsIconCatalog(UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String ProjectName)
LogPlayLevel: à UnrealBuildTool.UEDeployIOS.GenerateIOSPList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons, UEDeployIOS InThis)
LogPlayLevel: à UnrealBuildTool.UEDeployIOS.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
LogPlayLevel: à UnrealBuildTool.IOSExports.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIc
ons)
LogPlayLevel: à IOSPlatform.DeployGeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
LogPlayLevel: à IOSPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
LogPlayLevel: à Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
LogPlayLevel: à Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel: à BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: à BuildCookRun.ExecuteBuild()
LogPlayLevel: à AutomationTool.BuildCommand.Execute()
LogPlayLevel: à AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands)
LogPlayLevel: à AutomationTool.Automation.Process(String] Arguments)
LogPlayLevel: à AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: à AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel: à AutomationTool.Program.Main()
LogPlayLevel: (see C:\Users\MyName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
"

The last line contains a file you need to pick and check/post to know the whole reason behind the failure. I think there are two possibilities:

  • essential data for publishing into iOS
  • date format is not the correct one, French and English I think are different, no? Anyway it is necessary to fill the expected one, that might be the english one month/day/year

, but anyway lets see that file :wink:

Thank for your help @NilsonLima ,
I’ve uploaded the UAT_Log.txt. I only found the error below, without knowing yet the right way to fix it.
Do you know how to edit the right entry with the right format?

  • ExceptionUtils.PrintExceptionInfo: ERROR: System.FormatException: Le format de la chaîne d’entrée est incorrect.

UnrealPluginLanguage.Init: UPL Init: None
ExceptionUtils.PrintExceptionInfo: ==============================================================================
ExceptionUtils.PrintExceptionInfo: ERROR: System.FormatException: Le format de la chaîne d'entrée est incorrect.
ExceptionUtils.PrintExceptionInfo:           à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
ExceptionUtils.PrintExceptionInfo:           à System.Single.Parse(String s)
ExceptionUtils.PrintExceptionInfo:           à UnrealBuildTool.IOSExports.SupportsIconCatalog(UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String ProjectName)
ExceptionUtils.PrintExceptionInfo:           à UnrealBuildTool.UEDeployIOS.GenerateIOSPList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons, UEDeployIOS InThis)
ExceptionUtils.PrintExceptionInfo:           à UnrealBuildTool.UEDeployIOS.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
ExceptionUtils.PrintExceptionInfo:           à UnrealBuildTool.IOSExports.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
ExceptionUtils.PrintExceptionInfo:           à IOSPlatform.DeployGeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
ExceptionUtils.PrintExceptionInfo:           à IOSPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
ExceptionUtils.PrintExceptionInfo:           à Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
ExceptionUtils.PrintExceptionInfo:           à Project.CopyBuildToStagingDirectory(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo:           à BuildCookRun.DoBuildCookRun(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo:           à BuildCookRun.ExecuteBuild()
ExceptionUtils.PrintExceptionInfo:           à AutomationTool.BuildCommand.Execute()
ExceptionUtils.PrintExceptionInfo:           à AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
ExceptionUtils.PrintExceptionInfo:           à AutomationTool.Automation.Process(String] Arguments)
ExceptionUtils.PrintExceptionInfo:           à AutomationTool.Program.MainProc(Object Param)
ExceptionUtils.PrintExceptionInfo:           à AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
ExceptionUtils.PrintExceptionInfo:           à AutomationTool.Program.Main()
ExceptionUtils.PrintExceptionInfo:        (see C:\Users\MyName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
ExceptionUtils.PrintExceptionInfo:
ExceptionUtils.PrintExceptionInfo: FormatException: Le format de la chaîne d'entrée est incorrect.
ExceptionUtils.PrintExceptionInfo:    à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
ExceptionUtils.PrintExceptionInfo:    à System.Single.Parse(String s)
ExceptionUtils.PrintExceptionInfo:    à UnrealBuildTool.IOSExports.SupportsIconCatalog(UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String ProjectName)
ExceptionUtils.PrintExceptionInfo:    à UnrealBuildTool.UEDeployIOS.GenerateIOSPList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons, UEDeployIOS InThis)
ExceptionUtils.PrintExceptionInfo:    à UnrealBuildTool.UEDeployIOS.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
ExceptionUtils.PrintExceptionInfo:    à UnrealBuildTool.IOSExports.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
ExceptionUtils.PrintExceptionInfo:    à IOSPlatform.DeployGeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkipIcons)
ExceptionUtils.PrintExceptionInfo:    à IOSPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC)
ExceptionUtils.PrintExceptionInfo:    à Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
ExceptionUtils.PrintExceptionInfo:    à Project.CopyBuildToStagingDirectory(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo:    à BuildCookRun.DoBuildCookRun(ProjectParams Params)
ExceptionUtils.PrintExceptionInfo:    à BuildCookRun.ExecuteBuild()
ExceptionUtils.PrintExceptionInfo:    à AutomationTool.BuildCommand.Execute()
ExceptionUtils.PrintExceptionInfo:    à AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
ExceptionUtils.PrintExceptionInfo:    à AutomationTool.Automation.Process(String] Arguments)
ExceptionUtils.PrintExceptionInfo:    à AutomationTool.Program.MainProc(Object Param)
ExceptionUtils.PrintExceptionInfo:    à AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
ExceptionUtils.PrintExceptionInfo:    à AutomationTool.Program.Main()
ExceptionUtils.PrintExceptionInfo: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

I don’t know which field that info is related… it looks like a plugin issuing it, but I can’t tell. Try disabling the plugins one by one first, so you will locate which one is giving the error (if it is a plugin). After disabling all the plugins the only thing which remains is the info feed inside the iOS data for packaging.

OK, I’ve followed your recommendation @NilsonLima and disabling all plug-in. No more errors. Thank you!

Now the latest message I got is:
Remote compiling requires a server name. Please specify one in the Remote Server Name Setting Field.
I’ve tried a few tips from the forum without success. Do I need to see my physical device (iPhone) into the Device Manager?

Nice that you got it working this time! Awesome! But beyond this is something I can’t help because actually I never packaged a iOs app myself, but I would say for you to send a message to @Antidamage that I know he does work with iOS projects.

Remote compiling doesn’t work. Completely disable it in the iOS settings panel, clear any fields associated with it, etc.

Hi @Antidamage and thank you for your time.
My current iOS setting panel dedicated to Remote Compiling is already empty (see screenshot below):
Do we speak about the same location?

Is that from 4.19? Seems a little different.

4.19 fixed a lot of iOS build issues for me, particularly ones that can get you banned from the app store. If you’re not on it already, move to it.

Yes, I’m on the version 4.19.1
I’ve added more screenshots to give you the big picture of the iOS panel.

I confirm that I’m on the 4.19.1
No warnings / No errors into my entire log