Deploy to Iphone error :Failed to connect to bundle with Invalid Response Error

Hi, there:

We have just started develop a mobile game using UE4.

Currently we are trying deploying projects to IOS. Device we use is iphone6s.

First we created project on our Mac Pro and followed the mac os part of this doc to deploy the project: https://docs.unrealengine.com/latest/INT/Platforms/iOS/QuickStart/index.html

We created a cpp project using the template with no modification on it, Result was good, deployment succeed.

Then, we try deployment to ios on windows platform(again, cpp projcet using template with no modification), this time we falled into trouble. Below is what we did:

Open IphonePackager.exe, import the same p12 and mobileprovisionprofile as the ones we used on the project we created on mac.

Here is the result

Since it is a wildcard provision, we simply use this boundle identifier:

https://answers.unrealengine.com/storage/temp/98270-rtx截图未命名.png

Error occurred when deploy to iphone:

LogPlayLevel: Getting IOS Deploy()
LogPlayLevel: Project.CleanStagingDirectory: Cleaning Stage Directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying DebugFiles to staging directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying UFSFiles to staging directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
LogPlayLevel: CommandUtils.Run: Run: D:\code\UnrealEngine-4.12\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Backup -file "D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\Manifest_UFSFiles_IOS.txt" -file "D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\Manifest_NonUFSFiles_IOS.txt" -device All_iOS_On_LINHUIYING-PC -bundle Arnold
LogPlayLevel: DeploymentServer: [deploy] Created deployment server.
LogPlayLevel: DeploymentServer: [DD] Trying to connect to mobile device running iOS ...
LogPlayLevel: DeploymentServer: [DD] Mobile Device 'iPhone' connected
LogPlayLevel: DeploymentServer: Failed to connect to bundle 'Arnold' with Invalid Response Error
LogPlayLevel: DeploymentServer: [DD]  ... File to be written 'D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\iPhone_Manifest_UFSFiles_IOS.txt'
LogPlayLevel: DeploymentServer: [DD]  ... File to be written 'D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\iPhone_Manifest_NonUFSFiles_IOS.txt'
LogPlayLevel: DeploymentServer: [DD]  ... Error: Failed to connect to bundle 'Arnold'
LogPlayLevel: DeploymentServer: [DD]
LogPlayLevel: DeploymentServer: Exiting.
LogPlayLevel: CommandUtils.Run: Run: Took 3.4111951s to run DeploymentServer.exe, ExitCode=1

Since we are using a wildcard provisioning profile, what does it mean by “Failed to connect to bundle” ?

Hi huiying.lin,

You cannot package/deploy a C++ project from a Windows machine to an iOS Device, see disclaimer at the bottom of the following link:

iOS Quick Start

-.

Here, we have set the Remote Build Options correctly

98450-remote+mac.png

During launching, code was sent to remote mac machine to be compiled

From the ouput log, we see that the compiled binary was sent back to the windows machine, then packaging started and succeed. It is the deployment that failed.

**So, do you mean package/deploy a C++ project from a Windows machine to an iOS Device is not possible at all even we have set a remote mac machine for specific compile job?** But we have done that before with unreal engine 3.

As most of us develop our game on windows, deployment to ios from windows is very necessary.Or, if the Rsync way is still in progress? If so, we would have to use unreal remote tool instead. My colleague have tried that, and succeed, but the configuration is a little bit complex, so we still prefer the rsync way.

My previous answer assumes you are using the Launcher version vs building from Source… If you’re using a source build, please review the solution on the following post as I believe it pertains to your issue:

4.10 IOS launch failure

i am confused while reading this.
i am trying to do this on mac.
and i keep getting the error failed to launch :
can not connect to the bundle.
please help?

is the problem resolved