iOS launch failed: "Cannot start process because a file name has not been provided."

I started using source code engine and it won’t launch the project on the iPhone. However, the precompiled engine version can launch the project without any errors. I get this message when launching with the github engine version:

LogPlayLevel: UnrealBuildTool: Picking the default remote server
LogPlayLevel: UnrealBuildTool: Remote compiling requires a server name. Use the editor to set up your remote compilation settings.
LogPlayLevel: UnrealBuildTool: Doing xcode-select --print-path
LogPlayLevel: UnrealBuildTool: ERROR: Failed to start local process for action ("Cannot start process because a file name has not been provided."):   ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
LogPlayLevel: CommandUtils.Run: Run: Took 1,614567s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe Evacuate_iOS IOS Development -Project="C:\Users\boyhr_000\Documents\Unreal Projects\Evacuate_iOS\Evacuate_iOS.uproject"  "C:\Users\boyhr_0
00\Documents\Unreal Projects\Evacuate_iOS\Evacuate_iOS.uproject"  -remoteini="C:\Users\boyhr_000\Documents\Unreal Projects\Evacuate_iOS" -noxge -generatemanifest -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool-2016.05.31-02.37.19.txt'
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 811
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
LogPlayLevel:    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) in D:\UnrealEngine-4.11\Unrea
lEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 339
LogPlayLevel:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\Automat
ionTool\AutomationUtils\UE4Build.cs:line 1422
LogPlayLevel:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in d:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 146
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in d:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211
LogPlayLevel:    at AutomationTool.BuildCommand.Execute() in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539
LogPlayLevel:    at AutomationTool.Automation.Process(String[] CommandLine) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 510
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Program.cs:line 131
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
LogPlayLevel:    at AutomationTool.Program.Main() in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Program.cs:line 54
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: AutomationToolLauncher exiting with ExitCode=5
LogPlayLevel: copying UAT log files...
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 8.007668
PackagingResults:Error: Error Deployment failed! Unknown Error

What is causing this problem and how can I solve it? Again, the precompiled engine CAN launch the project without any problems, I only get this error with source code engine from github.

Hi CroHrvoje,

Please try the answer provided on the following link and let me know if does not resolve your issue:

Error generating Xcode project files


Hi ,
I did some research and I’m pretty sure this error is caused because I am using Windows and can’t compile xcode.

Hi CroHrvoje,

Because Xcode was referenced in the log, I thought you were on a Mac. If you are on a PC, you can still package and launch Blueprint projects to an iOS device, but not C++ projects; these need to be compiled in Xcode on a Mac.


Yes, I know and my project is blueprint based and launches fine on the launcher version of the engine. Guess the engine’s c++ source code is causing problems when launching with github engine version.

I recommend sticking with the Launcher version in order to launch directly to iOS devices. However, if you absolutely need to use the Github version, you would need to build the binary executable of the Engine as it is not supplied as part of the GitHub version, which includes libraries needed to launch directly to an iOS device.

So it is possible to launch iOS with the Github version on Windows too? What do you mean by binary executable - I ran Setup.bat and GenerateProjectFiles.bat, and built the UE4 visual studio. Is there anything I missed?

It is possible, but not necessarily “supported” as we have no documentation on how to do this specifically. Ben Marsh describes the process in the following link:

And is discussed in the following AnswerHub posts:

Is there any way to get the binary package from the source code UnrealEngine?

Building Engine from Source with Team

I’m having the same issue but I’m trying to package a Blueprint project using the 4.15.3 launcher version…
any clue about what could be happening?

Here is my log, just in case the info could help: link text