Deploying to an iOS device on OSX

I get an error when trying to launch an app into iOS device from the editor on OSX:

LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationScripts.Automation: Client exited with error code: 65
LogPlayLevel:Display: Stacktrace:   at Project.RunStandaloneClient (System.Collections.Generic.List`1 DeployContextList, System.String ClientLogFile, ERunOptions ClientRunFlags, System.String ClientApp, System.String ClientCmdLine, AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at Project.RunInternal (AutomationTool.ProjectParams Params, System.String ServerLogFile, System.String ClientLogFile) [0x00000] in <filename unknown>:0
LogPlayLevel:Display:   at Project.Run (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:Display: Program.Main: ERROR: Client exited with error code: 65

I can package the application and install it manually via iTunes, and I can install Blueprint based apps on Windows.

I have two specific questions:

  • What is going wrong?
  • When can I deploy C++ projects from Windows into iOS devices?

Hi mikat,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.