C++ Project Not Deploying on iOS

I’m trying to just simply deploy the stock 3rd Person Project on iOS.

When I create it as a Blueprint Project, as soon as the project is created I can deploy it to my iPhone…

When I create it as a C++ Project, I get errors and no deployment or packaging.

I’m pretty new at this, is there something I’m missing with C++ Projects?

I get different Errors whether I’m deploying on 4.14 or 4.15.

Developing on:

  • MacOS 10.12.3
  • UE 4.14.3 & 4.15.1
  • Xcode 8.3
  • iOS 10.3

4.14 C++ Project Error Log

4.15 C++ Project Error Log

Forum Question Link

Hi. I have a similar problem. Here’s a lengthy post of me getting nowhere as of yet:

-TIG

I’m running 4.15.1 on macOS 10.12.3 and Xcode 8.3.

I’m getting the same issue. I can’t build for iOS. There is a crash in Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h on line 902.

Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h:902:35: error: use of undeclared identifier 'vcvt_f16_f32'
UATHelper: Packaging (iOS): UnrealBuildTool:         float16x4_t f16x4 = (float16x4_t)vcvt_f16_f32(Vec);
UATHelper: Packaging (iOS): UnrealBuildTool:                                          ^
UATHelper: Packaging (iOS): UnrealBuildTool:         float16x4_t f16x4 = (float16x4_t)vcvt_f16_f32(Vec);

I discovered the issue was with Xcode 8.3. Since there’s an update to the clang compiler in 8.3, I’m guessing that’s the culprit.

The workaround for now is to compile with Xcode 8.2.1. I was able to get a build to compile in 8.2.1, upload it to iTunes Connect, push a test build through TestFlight, and successfully launch the game on an iPhone.

In case anyone’s not familiar with how to change what version of Xcode is used to compile a UE4 project, I wrote up a tutorial on my studio’s website about how to do that: https://nacellegames.com/blog/2017/3/31/how-to-change-what-xcode-versions-for-compiling-unreal-engine-4-cpp-projects

Hope that helps!

(I also posted this on a forum about a similar issue: https://forums.unrealengine.com/showthread.php?140982-Can-t-Deploy-C-Project-on-iOS)

Thanks Jonathan!

I just ran into this problem too, and your tutorial help to fix it!

Cheers!

Glad the tutorial was helpful.

Hey everyone… I am having this issue as well. I changed the version of Xcode and it compiled and created an IPA. However, the IPA shows up in iTunes as an iPhone App instead of Universal. It also won’t load to any devices. It looks like it is going to load, but the sync finishes without any change to the device. That device was an iPhone with 10.3.1. Now, I tried to load it to an iPad with 10.2.1 and it tells me that it needs a higher version of iOS. Both of these devices were working prior to this issue. I now have a project that I can’t test on either of these devices, even using Xcode 8.2.1. Any suggestions would be great at this point. Thanks!

In a related AnswerHub post, an Epic staffer said the fix for this issue is already implemented, and it will either be in a 4.15 hot fix or in 4.16.
Post: Error in UnrealMathNeon.h when packaging for iOS - Mobile - Unreal Engine Forums

An Epic staffer said the fix will be in a 4.15 hotfix or in 4.16 (source: Error in UnrealMathNeon.h when packaging for iOS - Mobile - Unreal Engine Forums)

In the meantime, there is a workaround by using Xcode 8.2.1 to compile. If you’ve already updated to 8.3.x, you can switch back to 8.2.1 by following this tutorial: How to change the Xcode version for compiling Unreal Engine 4 C++ projects for iOS — Nacelle Games, LLC

Are there plans in 4.16 to fix UnrealMathNeon.h so it works with current XCode?