Failed to connect to bundle

Hi @, so as per that thread . i have updated my certificate, but that doesnot seem to solve the issue. I am building on preview 6 on an imac. i am able to deploy other apps using xcode to the iphone. so i dont think the issue is the certificate itself. somehow unreal is failing to properly connect to the bundle .

Not really sure where to take it from here. can you advise please ?

Thanks

Hi All any updates on this ?

Thanks

So, if I understand correctly, you have created new projects for iOS and have been able to deploy them onto your devices using Xcode? Or you’ve been creating other projects being packaged onto different platforms?

Did you pull your version of the engine from the Epic Games Launcher or through GitHub?

@anonymous_user_d18a2df2, can you provide a log from your failure? This will help us track down what is going on.

As an FYI to everyone on this thread, the first time you do a launch on to your device, there will be a failure to connect to the bundle on the device because it hasn’t yet been put on the device. This is normal. For launch on, we try to read the previous install so that we only update the new files and nothing else, but the first time nothing is on your device and so it just shows us this message from legacy code.

This will not be the ultimate error however. For instance, in the case, he was failing on a different bug which was introduced in 4.11 when trying to access the build platform for IOS. That problem was fixed on Jan 12 and probably showed up as fixed in Preview 4 or 5. There was another problem which affected BP only projects where the ini file was not being properly used to generate the plist and that was exhibiting the com.YourCompany.Game bug. That was fixed in Preview 6. There probably is something else broken, but it will be after the lines you posted above, so having the full log of the launch on process can show us where the initial failure point occurs and allow us to determine what we can do to fix it. You can provide us that log by opening the Output Log window and right-clicking, select all, and paste it to a text file.

Sorry for long winded response :slight_smile:

-Pete

thank you for detailed information. here is what i did. I opened the project with 4.10 and deployed , and everything worked fine. i deleted old project and opened another copy with 4.11 p6 and now it seems to work. i am not sure what was causing the issue. whatever it was its working now

"it works on my machine " ¯_(ツ)_/¯

Thanks for getting back to , i appreciate it

Pyropace,

I received additional information regarding this issue. Could you please include your full as a .txt file in order for us to identify the issue?

Thanks!

This is still happening for tvOS in 4.11 source build of Blueprint only project. Log attached:
[link text][1]

84829-rsm_build_log.txt (24.5 KB)

NOTE - The fix for this is to convert project to source project

Please help me!!!

I have the same problem. Everything was working fine on my iOS launch until yesterday. I’m not sure why but I keep on getting the same error. I tried creating a new app id and a new mobile provision.

I tried installing the latest xcode (9).

I’m using a MacBook Pro.
I have UE4 4.17.2

I’m uploading my output log. ----> [link text][1]

I’m also uploading a ss of the iOS settings. ---->

I would really appreciate any help.

Thanks