Crash on launch? Failed to open descriptor file

How are you running it? Are you creating a package then installing it directly on your device, or are you running directly from the UE4 Editor using “Launch on Device”? If you’re creating a package, are you doing it from Xcode or from UE4? It looks, from the log, like you’re doing Launch on Device.

So, I’m not seeing anything obvious in the log. The warnings at the end of your log happen in many of my projects and don’t seem to affect the ability of an app to run.

It’s clearly finding your provisioning profile and appears to be signing the executable.

Some things to take into account:

Launch on device only copies the current level onto your device. If you do map switching, that almost certainly won’t work.

On 4.7 and earlier, if you build or run from Xcode, it doesn’t actually include any game content, it just includes the binary. For debugging, it will connect to UE4 and pull down the content it needs… in theory. I’ve never gotten it actually working and have never found good documentation of the process. I’ve been told 4.8 makes the process of debugging from Xcode easier, so fingers crossed that it is, or that somebody at Epic bothers to document the process better for us.

Have you considered putting some debug messages (addOnScreenMessage from C++ or Print from Blueprint) in BeginPlay on an object that loads automatically in the level?

I wish I had more helpful suggestions, but nothing jumps out at me from the log.