# Can't Running iOS App with deviceprofile, when xcode debug,development game running

**URL:** <https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** bug, unreal-engine, iOS, bug-report, UE4, question\
**Created:** [October 11, 2016, 10:24am UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026 "2016-10-11T10:24:45Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![sangpan\_On](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sangpan\_On](https://forums.unrealengine.com/u/sangpan_On)\
**Post date:** [October 11, 2016, 10:24am UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/1 "2016-10-11T10:24:45Z")

</div>

I using device below profile.

```
[iPhone5S DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=r.BloomQuality=1
+CVars=r.DepthOfFieldQuality=0
+CVars=r.LightShaftQuality=0
+CVars=r.RefractionQuality=0
;+CVars=sg.EffectsQuality=3
;+CVars=r.ParticleLODBias=0
+CVars=fx.MaxCPUParticlesPerEmitter=100
+CVars=r.MaterialQualityLevel=2

```

 ![110360-debugbuilding.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/1/7/9176159067227ad4a6515cfe77cefbff12eb733c.png)

Running Log (stuck)

```
2016-10-11 16:36:20.774 MYAPP[287:13307] LogInit: Compiled (32-bit): Sep 28 2016 02:25:19
2016-10-11 16:36:20.775 MYAPP[287:13307] LogInit: Compiled with Clang: 8.0.0 (clang-800.0.38)
2016-10-11 16:36:20.775 MYAPP[287:13307] LogInit: Build Configuration: Development
2016-10-11 16:36:20.775 MYAPP[287:13307] LogInit: Branch Name: ++UE4+Release-4.13
2016-10-11 16:36:20.776 MYAPP[287:13307] LogInit: Command line: /Game/TestMap -Messaging -SessionId=7FD2BD55264A2D3499F9539557CA12AF -SessionOwner="kimsang-u" -SessionName="Launch On Device" -iterative /Users/kimsang-u/Documents/Unreal Projects/MYAPP/MYAPP.uproject
2016-10-11 16:36:20.776 MYAPP[287:13307] LogInit: Base directory: 
2016-10-11 16:36:20.776 MYAPP[287:13307] LogInit: Installed Engine Build: 0
2016-10-11 16:36:20.788 MYAPP[287:13307] LogInit: Presizing for max 131072 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
2016-10-11 16:36:20.824 MYAPP[287:13307] LogInit: Object subsystem initialized
2016-10-11 16:36:20.841 MYAPP[287:13307] [2016.10.11-07.36.20:841][0]LogIOS: Selected Device Profile: [IPhone5S]
2016-10-11 16:36:20.841 MYAPP[287:13307] [2016.10.11-07.36.20:841][0]LogInit: Applying CVar settings loaded from the selected device profile: [IPhone5S]
2016-10-11 16:36:20.937 MYAPP[287:13307] [2016.10.11-07.36.20:937][0]LogInit: Setting Device Profile CVar: [[r.BloomQuality:1]]
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][0]LogInit: Setting Device Profile CVar: [[r.DepthOfFieldQuality:0]]
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][0]LogInit: Setting Device Profile CVar: [[r.LightShaftQuality:0]]
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][0]LogInit: Setting Device Profile CVar: [[r.RefractionQuality:0]]
LogConsoleManager:Warning: Setting the console variable 'sg.EffectsQuality' with 'SetByDeviceProfile' was ignored as it is lower priority than the previous 'SetByCode'
2016-10-11 16:36:20.938 MYAPP[287:13307] [2016.10.11-07.36.20:938][0]LogConsoleManager:Warning: Setting the console variable 'sg.EffectsQuality' with 'SetByDeviceProfile' was ignored as it is lower priority than the previous 'SetByCode'
2016-10-11 16:36:20.939 MYAPP[287:13307] [2016.10.11-07.36.20:939][0]LogInit: Setting Device Profile CVar: [[sg.EffectsQuality:3]]
2016-10-11 16:36:20.939 MYAPP[287:13307] Ensure condition failed: false [File:/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp] [Line: 3448] 
The ini file '../../../MYAPP/Saved/Config/IOS/DeviceProfiles.ini' tries to set the console variable 'r.ParticleLODBias' marked with ECVF_Cheat, this is only allowed in consolevariables.ini
LogOutputDevice:Error: Ensure condition failed: false [File:/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp] [Line: 3448]
2016-10-11 16:36:20.939 MYAPP[287:13307] [2016.10.11-07.36.20:939][0]LogOutputDevice:Error: Ensure condition failed: false [File:/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/ConfigCacheIni.cpp] [Line: 3448]
2016-10-11 16:36:20.940 MYAPP[287:13307] [2016.10.11-07.36.20:939][0]LogStats: FDebug::EnsureFailed - 0.001 s

```

ECVF\_Cheat ? ParticleLODBias ?

It seems a bug.

And my another question is doubted that it is also UE bug.

> **[How to use UPL(unreal plugin langauge) with iOS](https://forums.unrealengine.com/questions/491350/how-to-use-uplunreal-plugin-langauge-with-ios.html)**
>
> UE support UPL with iOS since 4.13 update. Android example is exist in /Engine/Plugins/Runtime/GearVR/Source/GearVR/GearVR\_APL.xml but iOS example is not exist. I try below upl xml code. ...

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [October 11, 2016, 2:40pm UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/2 "2016-10-11T14:40:33Z")

</div>

Hello sangpan,

Did you add the r.ParticleLODBias to the list manually?

If you go to the Console Variables.ini file in your Engine \> Config folder directory, you will see what the file reads in the description.

 ![110389-cvars.ini.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/e/c/cec13989f9d1dacc78679ed01a3c09b2796208e8.png)

This is not a bug, but just a misplacement of that console variable file. Remove that console variable in question and place it in the ConsoleVariables.ini and let me know your results.

Thank you,

---

<div class="post-metadata">

**Author:** ![sangpan\_On](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sangpan\_On](https://forums.unrealengine.com/u/sangpan_On)\
**Post date:** [October 12, 2016, 5:23am UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/3 "2016-10-12T05:23:51Z")

</div>

I copied DefaultDeviceProfiles.ini from example Project : unreal match 3.

latest version Unreal Match’s DefaultDeviceProfiles.ini include r.ParticleLODBias …

…It’s fine xcode run when that item removed or commented.

but UPL build fail look like bug definitely.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [October 12, 2016, 6:31pm UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/4 "2016-10-12T18:31:16Z")

</div>

I just tried building a new UE4 project under the DebugGame scheme using the iOS Device Profile with the added ‘r.ParticleLODBias 1’ console variable. It successfully built without any errors, so I am not sure how you are getting the results you are reporting.

Could you provide me with some linear and simple steps so I can get this to occur on my end?

Thank you,

---

<div class="post-metadata">

**Author:** ![sangpan\_On](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sangpan\_On](https://forums.unrealengine.com/u/sangpan_On)\
**Post date:** [October 13, 2016, 8:22am UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/5 "2016-10-13T08:22:00Z")

</div>

![110626-deviceprofile1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/8/d285042fb94b58bb7aff3c86ebbb8b29f994cc10.png)

OSX 10.11.6

Xcode 7.3.1

1. CreatProject Unreal Matach 3 from Epic Games Launcher

2. Change valid iOS bundle ID ( for device building, able to match provisioning ) - project setting window

3. launch game target iOS device.

 ![110627-deviceprofile2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/f/3/af3ce5c8bc3fe5584caf277053efd8396cf33db6.png)

1. See normally Running on device.

2. Create Xcode Proejct

3. Open UnrealMatch3.xcworkspace

4. Change Bundle ID ( default value : com.epicgames.~~~)

5. Change Product Name ( debug game’s default : UnrealMatach3-Mac-DebugGame )

 ![110629-deviceprofile3.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/7/a/17afb76cfdfa01d7db83ef05a7b3333c2670dc6d.png)

1. Change build Scheme, Change Target iOS device.

2. Execute Xcode Project Run.

3. Build Success. and will device lauch game.

4. But App crash with same reason.

 ![110628-deviceprofile4.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/1/d/41db8edc7db4e9a1d9f44a7188d448224498ce7a.png)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [October 13, 2016, 5:40pm UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/6 "2016-10-13T17:40:02Z")

</div>

So I ran the tests using UnrealMatch3 and discovered a crash that has already been reported and is being investigated. The issue deals directly with the application loading to the device, and then almost immediately closing and returning to the home screen.

**[UE-35009](https://issues.unrealengine.com/issue/UE-35009)**

In regards to the Cvar ‘r.ParticleLODBias’, I removed that from my device profiles and still experienced the crash. It doesn’t seem to be directly tied to that console variable, but just a bug with the project itself.

Let me know if you have further questions or need additional assistance.

Cheers,

---

<div class="post-metadata">

**Author:** ![sangpan\_On](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sangpan\_On](https://forums.unrealengine.com/u/sangpan_On)\
**Post date:** [October 17, 2016, 2:37am UTC](https://forums.unrealengine.com/t/cant-running-ios-app-with-deviceprofile-when-xcode-debug-development-game-running/373026/7 "2016-10-17T02:37:53Z")

</div>

Sometime remove/modify file action (in UE) isn’t applied immediately.

So I have to forcefully clean build for mobile project.

remove Intermediate’s build, ios … folder when previous editor running with wrong? DefaultDeviceProfiles.ini…

then

1. **editor** (device) running (it was normal including that ParticleLODBias)
2. building and running with **XCODE**

was no problem.

and… this optimization(Using ParticleLODBias) has been introduced to the document.

> **[Mobile Performance Tips and Tricks](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Performance/TipsAndTricks/)**
>
> Optimizations and techniques utilized in the Unreal Match 3 game to ensure optimal performance on supported mobile devices.
