Packaging failed in IOS inmain PC. Unknown Error

For some reason my other question is marked as resolved and it is not even close to be solved yet.

I can´t cook on my main PC and my work is frozen since then. This is the story:

I was packing, launching and testing without problems for like a week, suddenly, it starts to fail, launch fails, packaging fails, over and over again.
After more than 200 tries, one packaging succeed, 2 seconds after, it fails over and over again.
I´ve moved the project to another pc, no changes on settings, launch succeeds in 2 minutes, packing succeeds but it takes more than 3 days and its a AMD A10 laptop (my main pc takes just 1 minute to pack and fail, last time it worked it took just 10 minutes to pack)

Provision and certificates are installed correctly, everything is correct.

I´ve tried with a blank project, with a flying and vehicle start content, it fails.

So, why does my project works on other pc but not on the pc I created it? Its the exactly same project with the exact same settings.

Why is my packaging failing even with a blank project? Even with a the same provision and certificate Im using without problem in another pc? Is the Engine configuration messed up?

Attaching log

Hi srodriguezdiseno,

If UE4 fails to package a blank project or any plain template project (in this case, the Flying project), -in addition to the fact the project packages on another computer- this would point to a problem with the editor instead of your project. Most likely a component has become corrupt.

Hence, please follow these troubleshooting steps:

  1. Make a back up of your project, if you haven’t already, and store it someplace safe
  2. If this is a Launcher version of the Engine, navigate to the Library in the Launcher, Select the Engine Version and choose “Verify”
  3. Also, with Editor closed, navigate to Program Files>Unreal Engine>4.12(or appropriate version)>DerivedDataCache> copy contents of this folder to desktop for safety, then delete contents
  4. Close Launcher & Restart, then Launch Editor
  5. Test with a Blank Third Person Blueprint Project
  6. If it fails, respond with project log
  7. If Successful, delete the Intermediate and Saved folders from Your Project folder in Unreal Projects folder
  8. Attempt to package
  9. If this fails, Delete your Config folder from Your Project Folder: You will need to re-enter any custom Project and Editor settings including provisions.
  10. Attempt to package
  11. If it fails, post newest packaging log, and project logs:
  12. “UE4.log” Located: Engine\Saved\Logs\
  13. “ProjectName.log” Located: ProjectName\Saved\Logs\

If you are using a Source Build:

  1. Make a back up of the Project
  2. Delete the DerivedDataCache folder
  3. Rebuild the Engine
  4. Test with a Blank Third Person C++ Project
  5. If it fails, respond with project log
  6. If succesful, follow steps 7-13 above.

-.

Thank you , I did it all exactly as you told me.
Verify - Delete DerivedDataCache - Delete intermediate and saved folder - Delete Config Folder, no result, posting the log

Sending dxdiag too

Thanks for providing the logs for the Third Person Template. When packaging fails and the log says at the bottom “Automation Tool Failed…” search the log for the word “Summary” and you will find “Warning/Error Summary.” Typically, the first few items listed are what is causing packaging to fail. In this case, there are a couple of materials that are not conducive to packaging for an iOS device from the Launcher version of the Engine, but possible from a source build with this feature activated in XCode. Specifically [Metal][1]

Please replace these materials in the Third Person Blank project and retry packaging. Once we establish it is possible to launch to iOS without errors from your machine, we can take a closer look at what’s causing your specific problem to fail.

Thank you again , I´ve just tried again with a blank project, it failed, Im attaching the log.

You said metal materials could be causing the problem but like I said, my other laptop can package everything exactly as it is, metal and non metal, substance and other plugins are disabled.

Helping another user with a similar issue, they resolved it by un-checking the “Support Metal” box here (Project Settings>Engine>Cooker):

MetalPicture1.png

(If unchecked, try checking it. There may be a bug with this feature.)

Regarding your blank project log:

MainFrameActions: Packaging (iOS): IPhonePackager: IPP ERROR: Application exception: System.Security.Cryptography.CryptographicException: El conjunto de claves no existe
MainFrameActions: Packaging (iOS): IPhonePackager: 
MainFrameActions: Packaging (iOS): IPhonePackager:    en System.Security.Cryptography.Pkcs.PkcsUtils.CreateSignerEncodeInfo(CmsSigner signer, Boolean silent)
MainFrameActions: Packaging (iOS): IPhonePackager:    en System.Security.Cryptography.Pkcs.SignedCms.Sign(CmsSigner signer, Boolean silent)
MainFrameActions: Packaging (iOS): IPhonePackager:    en System.Security.Cryptography.Pkcs.SignedCms.ComputeSignature(CmsSigner signer, Boolean silent)
MainFrameActions: Packaging (iOS): IPhonePackager:    en MachObjectHandling.CodeDirectorySignatureBlob.SignCodeDirectory(X509Certificate2 SigningCert, DateTime SigningTime, CodeDirectoryBlob CodeDirectory) en d:\Build\++UE4+Release-4.12+Full\Sync\Engine\Source\Programs\IOS\iPhonePackager\MachObjects.cs:l?nea 2085

This appears to be a Provisions/Certification issue and not related to your project issue.

One other thought, check your package log for a Crash log. Someone recently mentioned a material was causing the cooker to crash and not showing up in the output log. This may not apply here, but something easy to check for.

Thank you , I´ve tried again unchecking the support metal box (I found the option in the iOS options, not in the cooker), but it failed again, attaching the updated log, I tried also with the iOS ES2 Quality Override, failed. Regarding to the possible Provision/Certification, why it doesnt fail in my other laptop? I am using the same files, this was my first clue but I tried making new provision and certificates without success.

The problem started at version 4.10 so I updated even before I posted this question to check, I´m using an updated version of the engine, I have tried even uninstalling and reinstalling iTunes, no success, this is worrying me, I dont know what else to try.

The issue you are experiencing in your blank project:

“System.Security.Cryptography.CryptographicException: El conjunto de claves no existe” is the same issue from this AnswerHub post:

iOS package Fail 4.7.6

“IPP ERROR: Application exception: System.Security.Cryptography.CryptographicException: Keyset does not exist.”

Please try the solution for that AnswerHub post: Reinstalling the certificate.

Ok I followed those steps, I see all certificates installed, failed. I´ve revoked my certs and provision files from apple and generated new ones, failed, this is frustrating me.

When you updated the certificates, did you do the entire certificate request process on PC? -Or did you just re-download the same certificate and try to install it? Have you tried to run certmgr and remove the old certificates with that (and then install the certificate again?)

If not, please try run certmgr: Start>Run>CMD -In the command prompt, type “certmgr” (without quotation marks) and you should see this window:

After removing, then do the entire certificate request process from the PC you are working on.

This should correct the issue for the blank project at least.

Apparently I found a fix for this issue, It has been working for 2 days without problem. This is what I did:

Having installed 4.10 and 4.12:
Deleted all content on 4.12 folder C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\IOS
Copying the all content from same folder in 4.10 to 4.12

Change the build directory, from project directory to desktop

I still dont know what caused the problem since the iphone packager crashed at first when I was using 4.10, the problem persisted installing 4.12 and now it works with 4.10 packager in 4.12 version

Thank you for your assistant through this proccess

Thanks for posting your solution and sorry I could not help resolve this outright. Hearing your fix makes me think that something in the UE4.12 build became corrupt, however, deleting the Intermediate, Saved, and Config files typically resolves that type of error. In hindsight, reinstalling UE4.12 might have been a good step to try although, since it’s working now, I don’t recommend “fixing” something that’s not currently broke.