iOS launch crash related to Blueprint

When I launch on my iPad, my game crash, with a " ** TEST FAILED ** error" :

LogPlayLevel:Display: env: 2014-04-14 12:38:37.520 UE4Game[4099:3b03] [2014.04.14-10.38.37:520][  0]LogWorld: Bringing World /Temp/Autosaves/Game/Maps/UEDPCTestMap.TestMap up for play (max tick rate 0) at 2014.04.14-12.38.37
LogPlayLevel:Display: env: 2014-04-14 12:38:37.523 UE4Game[4099:3b03] [2014.04.14-10.38.37:523][  0]LogWorld: Bringing up level for play took: 0.013448
LogPlayLevel:Display: env: ** TEST FAILED **
LogPlayLevel:Display: env:
LogPlayLevel:Display: BuildCommand.Execute: BUILD SUCCESSFUL
LogPlayLevel:Display: Automation.Execute: Script execution successful, exiting.
LogPlayLevel:Display: cp: log*.txt: No such file or directory

Game work fine on Mobile Preview and in Standalone.

I have successfully installed and launched the “MobileTemple” and “StrategyGame” on my iPad.

UE4 installation is the 4.0.2 origin version with no modifications and no self-compilation.

When on my project I break many links in a Blueprint class, the game launch fine. Breaking this 3 flows and the game run on iPad :

I don’t understand why the project run fine in Mobile Preview, and why it crash on device ?

The complete log is included.


Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.