Launch to device stopped working in Mac

I am using the 4.7.6 source version of the engine. I am currently unable to launch from the Editor to the IOS device , it was working fine until recently when it stopped working. I have no problem packaging it, but for testing it is easier if this where to be working.

: BuildCommand.Execute: ERROR: BUILD FAILED

LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:

LogPlayLevel: Program.Main: ERROR: Exception in AutomationTool: Failed to create logfile /Users/bumo3drmac1/Library//Unreal Engine/LocalBuildLogs/DeploymentServer.999.txt.

LogPlayLevel: Stacktrace: at AutomationTool.LogUtils.GetUniqueLogName (System.String Base) [0x00000] in :0

LogPlayLevel: at AutomationTool.CommandUtils.GetRunAndLogLogName (AutomationTool.CommandEnvironment Env, System.String App, System.String LogName) [0x00000] in :0

LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in :0

LogPlayLevel: at IOSPlatform.Deploy (AutomationTool.ProjectParams Params, DeploymentContext SC) [0x00000] in :0

LogPlayLevel: at Project.Deploy (AutomationTool.ProjectParams Params) [0x00000] in :0

LogPlayLevel: at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0

LogPlayLevel: at BuildCookRun.ExecuteBuild () [0x00000] in :0

LogPlayLevel: at BuildCommand.Execute () [0x00000] in :0

LogPlayLevel: Program.Main: ERROR: Failed to create logfile /Users/bumo3drmac1/Library//Unreal Engine/LocalBuildLogs/DeploymentServer.999.txt.

LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.

LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1

LogPlayLevel: Domain_ProcessExit

LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.

LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 16.455021

LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.

Hello ,

In order to further assist you, could you please upload the full error as a .txt file and attach it to your next reply? Could you also please copy your project over to 4.8.3 or 4.9 preview 3 and tell me whether or not you receive the same errors. It’s very possible that the issue you’re running in to has already been fixed in a new version of the engine.

I look forward to hearing back from you, thanks!

Hi ,

Currently I am not looking to port my project to the latest version yet, so I can’t tell you whether this works in the latest versions. But I was able to solve this issue simple by deleting the DeploymentServer.999.txt and few more of the deployement log files. The problem seems to come up when the log file reaches Deployment.Server.999.txt i.e. the no of those files reaches 999. A provision to clear the would be useful in these cases.

Hey,

I am glad you were able to resolve this by deleting a simple file. In the future, please provide the full log as a .txt file to your question. Also, copying your project to a newer version of the engine does not overwrite it, it simply makes a copy of it and migrates it to the newer version of the engine. :slight_smile:

Thank you again for letting us know what resolved your trouble!

Hi ,

Will do that if I have any problems in the future. The main reason for not changing the engine version is because I have made some changes to engine code to suit the needs of our project and didn’t want that to break in a newer version :slight_smile: . And also that problem seems to come up whenever any log file reaches 999 , just to let u know. But the delete solution still works so its nothing major.