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IOS Deployment Problem

Hi guys, Im new to Unreal, so sorry for the noob question. Im trying to launch to my iPhone. I have all my provisioning profiles set correct, however I’m getting an unknown error when trying to launch. Ive tried on third person and 2d templates. Any ideas is greatly appreciated. I have a iPhone 6+ on version 9.2. Here is the log
from after the build succeeded:



LogPlayLevel: env: ** BUILD SUCCEEDED **
LogPlayLevel: env:
LogPlayLevel: CommandUtils.Run: Run: Took 3.547191s to run env, ExitCode=0
LogPlayLevel: CommandUtils.PrintRunTime: Run: Total 2s to run mono
LogPlayLevel: CommandUtils.PrintRunTime: Run: Total 10s to run RocketGenerateProjectFiles.sh
LogPlayLevel: CommandUtils.PrintRunTime: Run: Total 3s to run env
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND COMPLETED **********
LogPlayLevel: Project.Deploy: ********** DEPLOY COMMAND STARTED **********
LogPlayLevel: Project.LogDeploymentContext: Deployment Context **************
LogPlayLevel: Project.LogDeploymentContext: ArchiveDirectory = IOS
LogPlayLevel: Project.LogDeploymentContext: RawProjectPath = /Users/jaredjohnson/Documents/Unreal Projects/TestIOS/TestIOS.uproject
LogPlayLevel: Project.LogDeploymentContext: IsCodeBasedUprojectFile = False
LogPlayLevel: Project.LogDeploymentContext: DedicatedServer = False
LogPlayLevel: Project.LogDeploymentContext: Stage = True
LogPlayLevel: Project.LogDeploymentContext: StageTargetPlatform = IOS
LogPlayLevel: Project.LogDeploymentContext: LocalRoot = /Users/Shared/UnrealEngine/4.10
LogPlayLevel: Project.LogDeploymentContext: ProjectRoot = /Users/jaredjohnson/Documents/Unreal Projects/TestIOS
LogPlayLevel: Project.LogDeploymentContext: PlatformDir = IOS
LogPlayLevel: Project.LogDeploymentContext: StageProjectRoot = /Users/jaredjohnson/Documents/Unreal Projects/TestIOS/Saved/StagedBuilds/IOS/TestIOS
LogPlayLevel: Project.LogDeploymentContext: ShortProjectName = TestIOS
LogPlayLevel: Project.LogDeploymentContext: StageDirectory = /Users/jaredjohnson/Documents/Unreal Projects/TestIOS/Saved/StagedBuilds/IOS
LogPlayLevel: Project.LogDeploymentContext: SourceRelativeProjectRoot = TestIOS
LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForStage = TestIOS
LogPlayLevel: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = TestIOS
LogPlayLevel: Project.LogDeploymentContext: ProjectArgForCommandLines = ../../../TestIOS/TestIOS.uproject
LogPlayLevel: Project.LogDeploymentContext: RuntimeRootDir = /Users/jaredjohnson/Documents/Unreal Projects/TestIOS/Saved/StagedBuilds/IOS
LogPlayLevel: Project.LogDeploymentContext: RuntimeProjectRootDir = /Users/jaredjohnson/Documents/Unreal Projects/TestIOS/Saved/StagedBuilds/IOS/TestIOS
LogPlayLevel: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: PakFileInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: End Deployment Context **************
LogPlayLevel: CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS/DeploymentServer.exe" Install -ipa "/Users/jaredjohnson/Documents/Unreal Projects/TestIOS/Binaries/IOS/TestIOS.ipa" -device c75e7eab4a083fe03e3709eefdf67f26615d257b -additionalcommandline "-SessionId=C26AF1F896432B19D952A1B8D08DADFD -SessionOwner=jaredjohnson -SessionName='Play On Device'"
LogPlayLevel: mono: [deploy] Created deployment server.
LogPlayLevel: mono: [DD] Trying to connect to mobile device running iOS ...
LogPlayLevel: mono: Connect: Couldn't Start AFC service
LogPlayLevel: mono: [DD] Mobile Device 'JBirds IPhone' connected
LogPlayLevel: mono: Connect: Couldn't Start AFC service
LogPlayLevel: mono: Device 'JBirds IPhone' with id c75e7eab4a083fe03e3709eefdf67f26615d257b is being checked against c75e7eab4a083fe03e3709eefdf67f26615d257b.
LogPlayLevel: mono: [DD] Transferring IPA to device 'JBirds IPhone' ...
LogPlayLevel: mono: Connect: Couldn't Start AFC service
LogPlayLevel: mono: Directory (PublicStaging) doesn't exist!
LogPlayLevel: mono: CreateDirectory (PublicStaging) failed
LogPlayLevel: mono: Connect: Couldn't Start AFC service
LogPlayLevel: mono:
LogPlayLevel: mono: Unhandled Exception:
LogPlayLevel: mono: System.IO.IOException: AFCFileRefOpen (/PublicStaging/TestIOS.ipa) failed with error 7
LogPlayLevel: mono:   at Manzana.iPhoneFile.Open (Manzana.MobileDeviceInstance phone, System.String path, FileAccess openmode) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.iPhoneFile.OpenWrite (Manzana.MobileDeviceInstance phone, System.String path) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.MobileDeviceInstance.CopyFileToPhone (System.String PathOnPC, System.String PathOnPhone, Int32 ChunkSize) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.MobileDeviceInstance.CopyFileToPhone (System.String PathOnPC, System.String PathOnPhone) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.MobileDeviceInstance.CopyFileToPublicStaging (System.String SourceFile) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.DeploymentImplementation+<>c__DisplayClass7.<InstallIPAOnDevice>b__6 (Manzana.MobileDeviceInstance Device) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.DeploymentImplementation.PerformActionOnAllDevices (UInt32 DelayEnumerationPeriodMS, DeploymentServer.PerformDeviceActionDelegate PerDeviceWork) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.DeploymentImplementation.InstallIPAOnDevice (System.String IPAPath) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.Program.RunCommand () [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.Program+<>c__DisplayClass1.<Main>b__0 () [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at System.Threading.Thread.StartInternal () [0x00000] in <filename unknown>:0
LogPlayLevel: mono: [ERROR] FATAL UNHANDLED EXCEPTION: System.IO.IOException: AFCFileRefOpen (/PublicStaging/TestIOS.ipa) failed with error 7
LogPlayLevel: mono:   at Manzana.iPhoneFile.Open (Manzana.MobileDeviceInstance phone, System.String path, FileAccess openmode) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.iPhoneFile.OpenWrite (Manzana.MobileDeviceInstance phone, System.String path) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.MobileDeviceInstance.CopyFileToPhone (System.String PathOnPC, System.String PathOnPhone, Int32 ChunkSize) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.MobileDeviceInstance.CopyFileToPhone (System.String PathOnPC, System.String PathOnPhone) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at Manzana.MobileDeviceInstance.CopyFileToPublicStaging (System.String SourceFile) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.DeploymentImplementation+<>c__DisplayClass7.<InstallIPAOnDevice>b__6 (Manzana.MobileDeviceInstance Device) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.DeploymentImplementation.PerformActionOnAllDevices (UInt32 DelayEnumerationPeriodMS, DeploymentServer.PerformDeviceActionDelegate PerDeviceWork) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.DeploymentImplementation.InstallIPAOnDevice (System.String IPAPath) [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.Program.RunCommand () [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at DeploymentServer.Program+<>c__DisplayClass1.<Main>b__0 () [0x00000] in <filename unknown>:0
LogPlayLevel: mono:   at System.Threading.Thread.StartInternal () [0x00000] in <filename unknown>:0
LogPlayLevel: CommandUtils.Run: Run: Took 1.642333s to run mono, ExitCode=1
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:1): /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/IOS/DeploymentServer.exe Install -ipa "/Users/jaredjohnson/Documents/Unreal Projects/TestIOS/Binaries/IOS/TestIOS.ipa" -device c75e7eab4a083fe03e3709eefdf67f26615d257b -additionalcommandline "-SessionId=C26AF1F896432B19D952A1B8D08DADFD -SessionOwner=jaredjohnson -SessionName='Play On Device'". See logfile for details: 'DeploymentServer-2016.01.13-18.58.19.txt'
LogPlayLevel: Stacktrace:   at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in &lt;filename unknown&gt;:0
LogPlayLevel:   at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
LogPlayLevel:   at IOSPlatform.Deploy (AutomationTool.ProjectParams Params, DeploymentContext SC) [0x00000] in <filename unknown>:0
LogPlayLevel:   at Project.Deploy (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel:   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0
LogPlayLevel:   at BuildCommand.Execute () [0x00000] in <filename unknown>:0
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 19.241990
LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Deployment failed! Unknown Error


I just tried on a different device running 8.1.2 which worked perfectly fine, could this be that 9.2 is not supported yet?

The latest tested iOS is 9.0 for UE 4.9.1. Anything later than that may work, but is not officially supported. I suggest trying to launch from the 4.9.1 version of the Engine and see if that works.

Getting this error after the latest update (4.10.2) was fine on 4.10.1 tho :frowning:

Made my first iOS application, then spent most of yesterday going through the ritual of provisioning profiles, certificates etc. on Apple developer website. I now have the app verified and have built an ipa and plist.

I would like a few people to beta test it, so I have added their Device ID’s into Apple Developer console.

When trying to install via iTunes, on my iPad it just sits saying “Installing”. On an iPod Touch it fails to install near the end.

Is this more something that should be pointed on an Apple forum? Or am I missing some vital Qt files? Web Designing Training in Chennai | :slight_smile: | PHP Training in Chennai :slight_smile:

Did you add the devices before you generated the provisioning profile?

how does this impact syncing with Exchange type servers\services (Google for business)? From what I understand this is done via push command from the server which is then processed and acknowledged by the device. Dot net Training in Chennai
I swear this will be the LAST nail in the coffin for any Apple devices on my domain if I so much as suspect that this borked anyone’s Email. I am so sick of this half-***** security for your own good, to hell with rollbacks, F— U log-file, locked down, proprietary troubleshooting BS that I am never personally buying another of their devices again. I should not have to jailbreak a ******* phone to read a text file telling me what broke. Until Apple learns to operate at a level consistent with enterprise needs they have no business in an office environment and anyone that can’t prove otherwise can go find a pier and start walking. Salesforce Training in Chennai

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Hi acemary4918,

When you said that ‘fails to install near the end’, did you mean that, the app is greyed out on your ipod touch? or does the iTunes program says ‘can’t install blabla’ ?

From my experience (iPad3/iPhone6+), when it is greyed out on your device, means that device wasn’t added/listed properly in the prov file that you’re provided.

If the iTunes told you the ‘blablabla’, I think; simply remove the app from the ipod and from the itunes, then double click the compiled .ipa to ‘register’ it back onto itunes to be installed onto your ipod.

I can deploy the app using XCode so I think that code signing is perfectly fine. I use a device with the correct provisioning profile also.


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After upgrading to iOS 9.2 managed apps are failing to install. We are seeing the following error message in the device logs:

12/9/15, 1:53:07 PM mdmd[661]: (Note ) MDM: App “[app.bundle.name]” state changed from Prompting to Failed. VMware Training in Chennai
Anyone else seeing the same issue? VMware Training in Chennai