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Engine thinks iTunes is not installed

I bought an iPad Air 2, and I followed the full guide to launch a project on iOS. The provision and certificate are all set up correctly and loaded in the engine. I have iTunes installed, even on the same drive as Unreal Engine.
iTunes has a proper connection to my iPad. For some reason though, Unreal Engine is saying that iTunes is not installed, and will not let me launch the project on my device.
When I tried searching for a solution myself, the only results were from over a year ago when a new version of iTunes broke the connection for everyone. I haven’t been able to get any help from answer hub either.
I’m hoping someone here might know what is going on. What could cause Unreal Engine not to recognize my iTunes installation?

Bump I’m running into this problem as well, I’m using 4.19. Odd thing is it is only happening with the sun temple sample project everything else builds to iOS just fine. Very odd. I also had this same problem for all projects when I built from source. How does unreal engine check for the existence of iTunes? Does anybody know where it is in the code?

I found the reg ex key (Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Apple Inc.\Apple Mobile Device Support\Shared\MobileDeviceDLL) but it is setup properly on my machine so I am pretty stumped. This is my UAT_Log.txt if anybody has any ideas:

InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\IOS\UE4Game.stub=True
RemoteToolChain.InitializeRemoteExecution: Picking the default remote server
RemoteToolChain.InitializeRemoteExecution: ERROR: Remote compiling requires a server name. Use the editor (Project Settings, IOS) to set up your remote compilation settings.
ExceptionUtils.PrintExceptionInfo: ==============================================================================
ExceptionUtils.PrintExceptionInfo: ERROR: Failed to start local process for action (“Cannot start process because a file name has not been provided.”): -o BatchMode=yes “${CURRENT_USER}@” “cd “/” && xcode-select --print-path”
ExceptionUtils.PrintExceptionInfo: (see C:\Users\Benjamin Luke\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
ExceptionUtils.PrintExceptionInfo:
ExceptionUtils.PrintExceptionInfo: InvalidOperationException: Cannot start process because a file name has not been provided.
ExceptionUtils.PrintExceptionInfo: at System.Diagnostics.Process.Start()
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.Utils.RunLocalProcess(Process LocalProcess)
ExceptionUtils.PrintExceptionInfo: Wrapped by BuildException: Failed to start local process for action (“Cannot start process because a file name has not been provided.”): -o BatchMode=yes “${CURRENT_USER}@” “cd “/” && xcode-select --print-path”
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.Utils.RunLocalProcess(Process LocalProcess)
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.RemoteToolChain.SSHCommand(String WorkingDirectory, String Command, String RemoteOutputPath)
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.RPCUtilHelper.Command(String WorkingDirectory, String Command, String CommandArgs, String RemoteOutputPath)
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.AppleToolChainSettings.SelectXcode(String& DeveloperDir, Boolean bVerbose)
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.AppleToolChainSettings…ctor(Boolean bVerbose)
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.IOSToolChainSettings…ctor(String DevicePlatformName, String SimulatorPlatformName)
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.IOSToolChainSettings…ctor()
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.IOSToolChain.<>c.<.ctor>b__1_0()
ExceptionUtils.PrintExceptionInfo: at System.Lazy1.CreateValue() ExceptionUtils.PrintExceptionInfo: at System.Lazy1.LazyInitValue()
ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.IOSToolChain.CompileAssetCatalog(FileItem Executable, CppPlatform Platform, ActionGraph ActionGraph, ICollection1 OutputFiles) ExceptionUtils.PrintExceptionInfo: at UnrealBuildTool.IOSExports.GenerateAssetCatalog(FileReference ProjectFile, String Executable, String StageDirectory, UnrealTargetPlatform PlatformType) ExceptionUtils.PrintExceptionInfo: at IOSPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) ExceptionUtils.PrintExceptionInfo: at Project.Package(ProjectParams Params, Int32 WorkingCL) ExceptionUtils.PrintExceptionInfo: at BuildCookRun.DoBuildCookRun(ProjectParams Params) ExceptionUtils.PrintExceptionInfo: at BuildCookRun.ExecuteBuild() ExceptionUtils.PrintExceptionInfo: at AutomationTool.BuildCommand.Execute() ExceptionUtils.PrintExceptionInfo: at AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands) ExceptionUtils.PrintExceptionInfo: at AutomationTool.Automation.Process(String] Arguments) ExceptionUtils.PrintExceptionInfo: at AutomationTool.Program.MainProc(Object Param) ExceptionUtils.PrintExceptionInfo: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
ExceptionUtils.PrintExceptionInfo: at AutomationTool.Program.Main()
ExceptionUtils.PrintExceptionInfo: ==============================================================================