Can't deploy to iOS since 4.16

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 :frowning:
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 :frowning:

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.

I have the same problem, 4.19.2
changing the date and timezone doesnt work.

UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
LogPlayLevel:   Picking the default remote server
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
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
PackagingResults: Error: Deployment failed! Unknown Error

Any chance of solve this?

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.

9.2 i am updating and will let you know

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!