My game allows a player to save their game as a file on disk and load different save points. This works without issue on both Windows and Mac, but as soon as I deploy this to an iOS device it stops working.
I have enabled in the plist.info both FileSharing and SupportsOpenDocumentsInPlace but it continues to fail at saving and loading files on the device.
The file paths I am saving to are using the “Project Save Directory” node so all naming and pathing is dynamically generated by UE4.
I’m really at a loss here - what else am I missing?
Also for what its worth, all builds are done directly on a mac. I am not building remotely.
Just following up as I have been doing some digging - When attempting to write files to the Project Save Directory it seems that folder is within the app sandbox and as such gives me a write-file-create deny(1) error. Not sure what to do yet.
I had an issue with iOS saves not working as well, the problem was that I was trying to write my save file in GameMode::LogOut and iOS does not give the application enough time to write to disk before the app is killed if you call it from that function. Once i moved my save game code to an in game button it worked perfectly.
So I had that issue before but I introduced delays between steps to ensure the file had enough time to download.
This does not seem to be a download time issue, the bytes requested vs bytes downloaded are correct but the file-write-create deny issue is new. I’m unsure why its getting denied permission to write files.
Did you progress from this? I think I’m facing a similar issue where FPaths::FileExists would return false even if the file does exist. However, mine happens even on simulator.