FaceARSample Setup Issues

System: Mac with (OS10.15) and XCode (11.1), iPhone11 (13.1.3) and UE4.23

Hey there,

I am trying to sit up the FaceARSample on my iPhone as in the video, Zak Parrish, delivers (Introducing the FaceAR Sample Project | Live Training | Unreal Engine Livestream - YouTube).

I’m new to the Mac world, however, have some experience with UE4.

I have a developers license with Apple, however, need some help to get this project running.

Is there any of of you out there, who could provide a step by step guide on how to get this working, please?

I have contacted Apple support and have been overloaded with URLs and consequently info overload.
I have also tried to build and deploy the project, though on project launch it complains of a BundleID issue, namely, Failed to connect to bundle.

LogPlayLevel: [deploy] Created deployment server.
LogPlayLevel: Running as local instance
LogPlayLevel: [DD] Trying to connect to mobile device running iOS …
LogPlayLevel: [DD] Mobile Device ‘Dominic???s iPhone’ connected
LogPlayLevel: Failed to connect to bundle ‘com.smudgy67.FaceARSample’ with Unknown error 0xE80000B7
LogPlayLevel: [DD] … File to be written ‘/Users/dominicbrown/Documents/Unreal Projects/FaceARSample/Saved/StagedBuilds/IOS\Dominic???s iPhone_Manifest_UFSFiles_IOS.txt’
LogPlayLevel: [DD] … File to be written ‘/Users/dominicbrown/Documents/Unreal Projects/FaceARSample/Saved/StagedBuilds/IOS\Dominic???s iPhone_Manifest_NonUFSFiles_IOS.txt’
LogPlayLevel: Error: [DD] … Error: Failed to connect to bundle 'com.smudgy67.FaceARSample’

On opening the FaceARSample, is the next step to refresh XCcode project and then open XCode and then… then I don’t know. There’s quite a few setup items to do with Developer entries, of which I’ve filled in, maybe incorrectly, I don’t know.
I did try to hit play and run on phone, though it creates app, opens app with UE4 splash screen, and then nothing but blackness.

Any help would greatly be appreciated.

It seems like we are both dealing with exactly the same issue here. Code signing shouldn’t be a problem on your side, since you successfully deployed the project onto your iOS device.

It also doesn’t seem to have anything to do with with the FaceARSample project. I tried a new blank project and other projects that were compiling properly before, but no dice. All I get is the unreal splash screen and then just a black screen on both my iPhone X

I’m currently running on Mac OS 10.14.6, XCode 11.1, iOS 13.0 and iOS 13.1.3

Thank you for your reply.
Are you trying with the same project, i.e., FaceARSample?

Yes, I’m using the stock 4.23 project file from the launcher vault. The only thing I changed was adding code signing profile+certificate.

Thanks Frygon, I have updated these items in the Project settings too.

After going through the docs (Face AR Sample | Unreal Engine Documentation) for the project, Zak, kindly pointed out if I’d read the instructions thouroughly, I hadn’t… Sorry Zak.

Under the section, Deploying to the iPhone, I updated all my settings as stated.

Now the Output log errors state:

[DD] … Install is 90% complete at phase ‘GeneratingApplicationMap’
Install \ Update of “FaceARSample.ipa” finished in 32.17 seconds
[DD]
Took 41.715808s to run mono, ExitCode=0
********** DEPLOY COMMAND COMPLETED **********
********** RUN COMMAND STARTED **********
Starting Client…
Running: /usr/bin/env /usr/bin/instruments -w ‘’ -t ‘Activity Monitor’ -D “/Users/dominicbrown/Documents/Unreal Projects/FaceARSample/Saved/StagedBuilds/IOS/launch.trace” ‘com.smudgy67.FaceARSample’
Known Devices:
Instruments Usage Error: Unknown device specified: “”
Dominic???s iMac [0CCAB9AF-2B6F-50C5-BC60-9AAF610A4B52]
Dominic???s iPhone (13.1.3) [00008030-001630AA0E98802E]
Apple TV (13.0) [F2ADD63A-FEA1-4C00-9B36-7893661A6055] (Simulator)
Apple TV 4K (13.0) [32C15329-AF55-4CEF-844B-D13496CAB9EB] (Simulator)
Apple TV 4K (at 1080p) (13.0) [F2F7138F-8B4B-468C-9858-1279BB118DC9] (Simulator)
Apple Watch Series 4 - 40mm (6.0) [31B30A36-2A93-41C5-B83D-E9F3835BF911] (Simulator)
Apple Watch Series 4 - 44mm (6.0) [23E75801-EF6C-49AC-812B-24A234C0F4EB] (Simulator)
iPad Air (3rd generation) (13.1) [BD516605-6D36-4A6D-AA15-4E81B8362CDD] (Simulator)
iPad Pro (11-inch) (13.1) [27AE58AD-4757-4DEC-ACAB-7546D12DA962] (Simulator)
iPad Pro (12.9-inch) (3rd generation) (13.1) [D90E5400-6D4B-435F-B3DC-D3CDD0BE16E3] (Simulator)
iPad Pro (9.7-inch) (13.1) [779E5D06-032A-4868-84C0-648978F7EE52] (Simulator)
iPhone 11 (13.1) [3304F902-F493-48D4-9886-1592A6B2ABA5] (Simulator)
iPhone 11 Pro (13.1) [25FDBC16-E166-4676-98BC-5ACFC7801234] (Simulator)
iPhone 11 Pro (13.1) + Apple Watch Series 5 - 40mm (6.0) [6A7CB1FD-B925-44FB-B5BF-15625A4E1555] (Simulator)
iPhone 11 Pro Max (13.1) [114E9DDB-F80D-4C1D-9A4A-A1A20FA862FA] (Simulator)
iPhone 11 Pro Max (13.1) + Apple Watch Series 5 - 44mm (6.0) [934A7273-3EFA-4C98-AA06-3C11FE16F737] (Simulator)
iPhone 8 (13.1) [2241FACF-FAF9-462F-87B6-37E90F6489C5] (Simulator)
iPhone 8 Plus (13.1) [E991E541-7E60-45A6-B120-58CAF808766F] (Simulator)
Deleting /Users/dominicbrown/Documents/Unreal Projects/FaceARSample/Saved/StagedBuilds/IOS/launch.trace
ERROR: Launch Failure
(see /Users/dominicbrown/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
AutomationTool exiting with ExitCode=151 (Error_DeviceOSNewerThanSDK)
RunUAT ERROR: AutomationTool was unable to run successfully.

Apparently the iPhone11 came out after the UE4.23 was launched, so that maybe the cause.

  • In addition Apple Support assisted me with setting up the identifier again (Associated with Bundle ID).
    I ran the custom launch profile and the same errors occurred.

Thank you all for your help to date.

In addition Apple Support assisted me with setting up the identifier again (Associated with Bundle ID).

I ran the custom launch profile and the same errors occurred.

link text

This time the states I had success, albeit on opening app, it immediately closes again.

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This time the states I had success, albeit on opening app, it immediately closes again.

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On latest attempt, although the output log states successful, on opening app, it immediate closes.

My current XCode setup is:

And my UE4, iOS settings:

Please let me know it there are any more settings that are required to find a solution to this issue.

Hope someone can help?!

Hello, Did updating to 4.23.1 resolve this?

I actually just now got it to load to my phone (iPhone11) and the app opens, however, sits there with a throbber, and states ‘Searching for face to track’.

Please can you tell me when the iPhone 11 will be added to the Device Compatibility section,
iOS Device Compatibility | Unreal Engine Documentation?

Thank you for getting in contact.

Hey ,

Is there any update as of when the iPhone11 will be added to the list of supported devices, please?
And, will the FaceARSample project be updated so that it can use it?

I look forward to hearing back from you.

Turns out this is a known issue that is not just limited to iPhone 11 - keep an eye on the bug here: Unreal Engine Issues and Bug Tracker (UE-82125)

Thank you for the update, =]

Hey , should this now be working in Unreal Engine 4.23 or will it only work in 4.24? The link you provided shows Target Fix 4.24 so I’m wondering if that’s what it means.

From what I understand: You’d need to create a new 4.24 FaceAR sample project for this to work. (This fix was not applied to 4.23)

Hey ,

There is not an option for engine version 4.24 FaceARSample project, only 4.20 to 4.23, please can you tell me when one will be available?

I opened 4.24.Preview 2, then opened existing 4.23 FaceARSample project, which it recompiled and opened in 4.24; I set up the project launcher settings again, as before for the 4.23 project and ran profile to deploy to phone.
Final result, is still the same, hanging on ‘Searching for a face to track’.

Being as the fix is in 4.24, does this mean for the final version and not the preview ones?