I do have a small AR project that I edit with 4.23 on macOS (10.14.6), and launch in development or shipping mode to two devices running iOS 13 (13.1.2 as of yesterday), an iPhone 8+ and an iPad Pro 12.9. Xcode is version 11.0. I can tell, yet vaguely, that things have changed with iOS 13.1. I haven’t kept a precise log of the hindrances, but there were a few. It ended working mostly through a weird workflow that makes me relaunch twice in a row, ignoring the first fail and without altering the project. On the device side, a successful launch may mean that the device has to be rebooted for the app to work a first time (I think it has to see with camera use permissions), but it has also happened that the launch yielded a crashing app (this is probably linked to the project itself). So, it… works. Laboriously and cryptically (the error messages in the log don’t seem to always point at the real problem – read following caveat).
Before 13.1.2, a launch procedure could generate a separate console during the process. It would keep exchanging and monitoring the device even while it was running. This seems to have disappeared. It feels almost normal and I’m almost happy although it is time consuming and without a clear path to a straight deterministic way of doing things.
I’m new to Unreal and AR/VR in general (hence my choice of words, for one thing). I know almost nothing about Xcode apart from keeping it updated and using it once in a while to install and delete apps from devices or have a look a certificates (the management of which is also something, but that’s another story).