This is going to be a bit of a rant, and an open letter to Epic.
First of all, if you plant to use UE4 to make an iOS App that uses Google VR plugin, dont.
We have been working on our first iOS app VR experience and what was going to be a couple of weeks of work have turn into a two month nightmare. Outdated docs, poorly managed answerhub, and very confusing forum post didn’t help that iOS platform is, for a better word, HELL!
Don’t get me wrong, the app got on time, with days to spare even, on the android side. Works a charm, perfect, beautiful platform to work with. This is the fourth app we make with UE4 on android and we have made work of art VR experiences for clients like Banks and so.
But this one is the first that we has been ask for iOS platform specifically, android is just a plus. So after we procure an stable android build as benchmark we decided to embark on shipping to iPhone. How hard could it be? I wish i knew.
Am not going to bother you with the details from the first weeks. All the problems are documented on my unanswered answerhub post. I know that problems are everywhere, i make a living solving problems, so i made my contribution and solved my own posts on the Answerhub.
After two month of jumping hoops we thought got it, a development ipa that “works”. Now we realise that is all in vane due to a bug that has been unresolved for a year. UE-42339 prevents your Google VR iOS shipping ipa from launching without crashing after splash screen. The problem is vastly documented by numerous posts on the forum by devs asking for a solution as their apps are also due.
We know we are not important to deserve answers or special attention, the only thing am asking for is for Epic to release some statement regarding this problem so many other developers don’t stumble with this huge problem right at the end of the development cycle unaware, when promises have been made and time is up.
All that is left for me at this time is bow my head and accept defeat.