Launching on IOS device fails (Using Windows)

Can not Launch project on my IOS device. This used to work before. Is it due to the latest update of the Unreal Engine or could there be some other errors?

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 ("Kan ikke starte prosessen fordi et filnavn ikke er angitt."):  -o BatchMode=yes  ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
LogPlayLevel: CommandUtils.Run: Run: Took 1,0622771s 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 TappyChicken IOS Development -Project="C:\Users\tgrim\Downloads\TappyChicken (4)\TappyChicken\TappyChicken.uproject"  "C:\
Users\tgrim\Downloads\TappyChicken (4)\TappyChicken\TappyChicken.uproject"  -remoteini="C:\Users\tgrim\Downloads\TappyChicken (4)\TappyChicken" -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2016.10.08-20.29.58.txt'
LogPlayLevel:    ved AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    ved AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    ved AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    ved AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    ved 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:    ved 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:    ved Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel:    ved BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    ved AutomationTool.BuildCommand.Execute()
LogPlayLevel:    ved AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    ved AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    ved AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    ved AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    ved AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.500349
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Deployment failed! Unknown Error

Mykita,

  • Have you tried deleting your Intermediate and Saved folders from your project folder?
  • Are you using 4.13.1?
  • Is your engine from the Epic Games Launcher or is it from GitHub?

This looks like it’s the error:

Failed to start local process for action ("Kan ikke starte prosessen fordi et filnavn ikke er angitt."):  -o BatchMode=yes  ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"

Looking forward to hearing back from you, thanks!

Hey Mykita,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

I have the same issue.

  • 4.13.1

It builds and works perfect on a blank project in 4.13.1. But not my main project. It informs me of

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"

Has it to do something with the remote server fields in the project settings being empty? There must be a way to resolve this, I’ve tried also deleting Intermediate and Saved folders from your project folder. And disabling the 1 plugin I had for my project. Without success.

LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.751033
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Unreal Engine\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe Project IOS Development -Project="C:\Users\user\Documents\Unreal Projects\Project\Project.uproject"  "C:\Users\user\Documents\Unreal Projects\Project\Project.uproject"  -remoteini="C:\Users\
user\Documents\Unreal Projects\Project" -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 3.1833183s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Unreal Engine\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe Project IOS Development -Project="C:\Users\user\Documents\Unreal Projects\Project 4.13\Project.upro
ject"  "C:\Users\user\Documents\Unreal Projects\Project\Project.uproject"  -remoteini="C:\Users\user\Documents\Unreal Projects\Project" -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2016.11.04-12.10.34.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: 2.750123
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Deployment failed! Unknown Error

Have you tried migrating your whole project into a new project?

You would not want to migrate your project from 4.13.1 to 4.14.0 Preview 3. You’d want to migrate it to another 4.13 project, and then try 4.14 (when it’s released). Preview builds are known to have issues with them, that’s why they’re previews. :slight_smile:

Did you try a new project in 4.13 as well?

Please update the newest builds as a .txt file, thank you!

Yes, I’ve migrated the project to version preview 4.14.0
with the exact same error message outputs.

I’ve also put the project on a Mac where it does not give me the error messages. The project builds successfully on there. However I need it to work and compile/build on a windows machine.

Yes, I will give it a try and get back to you.
I did not understand the “update the newest builds as a .txt file”, what exactly does this imply?

I’ve migrated the content to a new 4.13 project, it is still giving me the same error output.

Oops, sorry about that. I meant to please upload the newest build logs as a .txt file. After you migrated, did you delete the Intermediate, Config and Saved folders? If you delete the Config folder, it will reset any configurations you’ve set in your project.