gstyczen
(gstyczen)
May 19, 2018, 8:39pm
1
Hello friends! I’m just testing this with a blank project. I can deploy with no problems to an ipad from UE 4.16, but 4.17, 18 and 19 all fail with this error:
“System.FormatException: Input string was not in a correct format.”
The problem is, I need the ARKit plugin and it was introduced in 4.17
I’m building on a PC. My provisions are ok as they’re working good with 4.16, also I’ve tested with and without remote build. Anyone solved this?
Thank you
gstyczen
(gstyczen)
May 19, 2018, 9:26pm
2
Interesting. I seem to have fixed that by changing date time and clock settings all to US. Very weird bug…
I was having same problem with new versions. Thank you for posting solution.
DonFrag
(DonFrag)
June 25, 2018, 6:44pm
4
I have the same problem, 4.19.2
changing the date and timezone doesnt work.
DonFrag
(DonFrag)
June 25, 2018, 6:48pm
5
UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
LogPlayLevel: Picking the default remote server 192.168.0.28
LogPlayLevel: Doing date +"%s" && sysctl hw.memsize | awk '{print $2}' && sysctl hw.logicalcpu | awk '{print $2}'
LogPlayLevel: Execute took 00:00:00.6099852
LogPlayLevel: Remote time is 25-06-2018 19:00:31, difference is 00:00:02.0713230
LogPlayLevel: Doing echo $HOME
LogPlayLevel: Execute took 00:00:00.3743525
LogPlayLevel: Doing xcode-select --print-path
LogPlayLevel: Execute took 00:00:00.4499276
LogPlayLevel: Compiling with non-standard Xcode (xcode-select): /Library/Developer/CommandLineTools/
LogPlayLevel: Doing ls /Library/Developer/CommandLineTools/Platforms/iPhoneOS.platform/Developer/SDKs
LogPlayLevel: Execute took 00:00:00.4216863
LogPlayLevel: Compiling with iPhoneOS SDK on Mac 192.168.0.28
LogPlayLevel: ERROR: System.FormatException: Input string was not in a correct format.
LogPlayLevel: at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
LogPlayLevel: at System.Single.Parse(String s, IFormatProvider provider)
LogPlayLevel: at UnrealBuildTool.IOSToolChainSettings..ctor(String DevicePlatformName, String SimulatorPlatformName)
LogPlayLevel: at UnrealBuildTool.IOSToolChainSettings..ctor()
LogPlayLevel: at UnrealBuildTool.IOSToolChain.<>c.<.ctor>b__1_0()
LogPlayLevel: at System.Lazy`1.CreateValue()
LogPlayLevel: at System.Lazy`1.LazyInitValue()
LogPlayLevel: at UnrealBuildTool.IOSToolChain.ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List`1 Libraries, List`1 BundleResources, Dictionary`2 BuildProducts)
LogPlayLevel: at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo)
LogPlayLevel: at UnrealBuildTool.UEBuildTarget.PrepareReceipts(UEToolChain ToolChain, Boolean bCreateDebugInfo, EHotReload HotReload)
LogPlayLevel: at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload)
LogPlayLevel: at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String] Arguments, FileReference ProjectFile, Boolean bCatchExceptions)
LogPlayLevel: Took 7,9331709s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe ToadProyect IOS Development -Project=D:\Projects\Mobile\HenryMcFang_Jenkins\ToadProyect.uproject D:\Projects\Mobile\HenryMcFang_Jenkins\ToadProyect.uproject -NoUBTMakefiles -remoteini="D:\Projects\Mobile\HenryMcFang_Jenkins" -skipd
eploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.25-12.00.27.txt'
LogPlayLevel: (see C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 7.522212
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Deployment failed! Unknown Error
DonFrag
(DonFrag)
June 26, 2018, 2:43am
6
Hello?
Any chance of solve this?
DonFrag
(DonFrag)
June 27, 2018, 3:53am
7
hello? not able to packaging a game is kind of urgent
I can build and package ARKit apps for iOS in 4.19.2 without problems (although it took some messing around). What version of Xcode do you have on the remote Mac? I have 9.4.
DonFrag
(DonFrag)
June 27, 2018, 3:11pm
9
9.2 i am updating and will let you know
DonFrag
(DonFrag)
June 29, 2018, 2:42pm
10
I had to install Sierra 10.13.3
install latest version of Xcode
not it compiles fine with remote.
Glad you got it working! Good luck!