Hi there,
My question is similar to this one:
https://answers.unrealengine.com/questions/427860/ios-launch-failed-cannot-start-process-because-a-f.html
But the solution provided isn’t applicable to me
I’m using the Launcher based editor on Windows 10 to launch an iOS app, but I’m running into issues. I am using a blank version of the first person template project (blueprint) and I followed the iOS quick start steps to get a provisioning profile, certificate etc.
Hoping someone can help me with this…
Here is my error log:
IntStats
LoadPackage=19
SavedPackage=382
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 2.908406
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/ Taylor/Documents/Unreal Projects/MyProject/MyProject.uproject" BuildCookRun -project="C:/Users/ Taylor/Documents/Unreal Projects/MyProject/MyProject.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -install
ed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=IOS -build -map=/Game/FirstPersonBP/Maps/FirstPersonExampleMap -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/FirstPersonBP/Maps/FirstPersonExampleMap -Messaging" -device=IOS@All_iOS_On_DESKTOP-CPKIJHN -addcmdline="-SessionId=73A26CD0478327D086DE0A9BC641F823 -SessionO
wner=' Taylor' -SessionName='Launch On Device' " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\ Taylor\Documents\Unreal Projects\MyProject\MyProject.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.501484
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game IOS Development -remoteini="C:\Users\ Taylor\Documents\Unreal Projects\MyProject" -noxge -generatemanifest -NoHotReload
LogPlayLevel: UnrealBuildTool: Picking the default remote server
LogPlayLevel: UnrealBuildTool: Remote compiling requires a server name. Use the editor (Project Settings, IOS) 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."): -o BatchMode=yes ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
LogPlayLevel: CommandUtils.Run: Run: Took 0.4719542s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files (x86)\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game IOS Development -remoteini="C:\Users\ Taylor\Documents\Unreal Projects\MyProject" -noxge -generatemanifest
-NoHotReload. See logfile for details: 'UnrealBuildTool-2016.09.28-15.24.21.txt'
LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
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)
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, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at AutomationTool.BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.000028
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Deployment failed! Unknown Error