Built a game for iPad - works fine in iOS preview but when i go to launch it on my iPad it starts the process then fails with an unknown error in output log?
I’ve included the log - I have the right certificates and provisioning just can’t get it to launch fully.
It seems like the deployment is failing during the verification process and other reports that mention the error you’re getting are usually resolved by updating the provisions & certs.
Here is the error I’m speaking of, as the one in your title is a general error that is basically just stating that the process has failed:
LogPlayLevel: DeploymentServer: Failed to connect to bundle ‘wayland’ with Unknown error 0xE80000B7
Can you try deploying a fresh and empty project to your iPad so that we can see if this is project specific or something else related to either the iPad or your provisions & certs?
Thanks for getting back to me! I’d perviously been having issues with the certificate being accepted - constantly saying it’s invalid when was valid on apple dev page. But yesterday it finally said it was valid… so I deployed the game then that error came up. I’m just making a new project now to try I’ll let you know how I get on.
Okay so made a new project with a new provision - all showing up green in the iOS settings once uploaded. Ran the blank project and got the exact same error as before. I’ve included the log.[link text][1]
Looks like you’re not getting the same error from before in this one, this one is standing out now:
LogPlayLevel: UnrealBuildTool: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
This one means that there is a third party plugin that you’ve included in your engine installation, most likely from the marketplace, that needs to be recompiled. The problem is that the editor can’t find the module to do so as this isn’t a code project and there are no modules. Could you try adding a new C++ class (File > New C++ Class > Actor > Next > Create Class), let it create the class and generate the code for the project and then try to package?
Hi Matt the test mobile project loaded on the iPad - just disabled the substance plugin - I also added C++
However i can not get my other level to load - the provisional profile never goes green even tho I named it all like the last one - going slightly insane.
From trying to look up this error, it seems like it could be related to the device you’re trying to package for not being registered in your provisioning profile. Could you check to make sure that it’s in there? There have also been reports of people having this error with jailbroken phones, just not with the editor in particular.
Could you try packaging the project instead of launching on and then installing it to the phone via iTunes? It may be able to give a more descriptive error.
I managed to sort this - I completely made a new project and copied everything over (content wise) from my old one. I then made a new app (in apple dev page) matching the new UE4 project name and finally made a new provision doing the same [projectname].mobileprovision.
Next I disabled the substance plugin as it’s broken and added C++