Hi!
We are working on a multiplatform title and we’re setting up the CI/CD for our project. Our pipeline is handled by github sel-hosted runners and the builds are triggered using the command line. By now, we’be been able to sucessfully build our apps for windows, consoles and android, but we’ve having problems with iOS.
We’re aware that there is a bug on the 5.5 version that, when building from the editor for iOS using the Project Launcher, we need to set the Cooking mode to “by the book” in order to include all the game content in the build. This way, the project builds and launches correctly on the device.
But in our CI we’re building our app using the command line on Mac, as far as we’ve gathered, even using the “-cook” , “-cookall” options in the commandline, or forcing in the project config to cook all the content, the generated artifact is lacking the cooked assets. I’d like to point that we’re not running the build on device during the build process, but after installing it on the device, we got a black screen. After inspecting the resulting packages, the cooked assets folder is missing.
Our regular command call looks like this
<ue path>/RunUAT.command BuildCookRung -project=<project> -platform=IOS -clientconfig=development -target=<target> -build -cook -stage
and our UnrealBuildTool call, like this:
<ue path>/UnrealBuildTool -projectfiles -project=<our proje> -game -rocket -progress
Is this also the same bug we’re aware? Are we missing some parameters or is there any project config that we can use to solve this?
Thanks.