# Save works on Windows and Mac but not iOS device

**URL:** <https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912>\
**Category:** Mobile\
**Tags:** load, files, unreal-engine, iOS, question\
**Created:** [May 5, 2021, 4:19am UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912 "2021-05-05T04:19:53Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![JohnKentFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnkentfx/32/569534_2.png) [@JohnKentFX](https://forums.unrealengine.com/u/JohnKentFX)\
**Post date:** [May 5, 2021, 4:19am UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912/1 "2021-05-05T04:19:53Z")

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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?

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**Author:** ![JohnKentFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnkentfx/32/569534_2.png) [@JohnKentFX](https://forums.unrealengine.com/u/JohnKentFX)\
**Post date:** [May 5, 2021, 4:21am UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912/2 "2021-05-05T04:21:12Z")

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Also for what its worth, all builds are done directly on a mac. I am not building remotely.

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**Author:** ![JohnKentFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnkentfx/32/569534_2.png) [@JohnKentFX](https://forums.unrealengine.com/u/JohnKentFX)\
**Post date:** [May 5, 2021, 5:39am UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912/3 "2021-05-05T05:39:59Z")

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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.

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**Author:** ![freaknbigpanda](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@freaknbigpanda](https://forums.unrealengine.com/u/freaknbigpanda)\
**Post date:** [May 5, 2021, 10:42am UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912/4 "2021-05-05T10:42:24Z")

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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.

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<div class="post-metadata">

**Author:** ![JohnKentFX](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/johnkentfx/32/569534_2.png) [@JohnKentFX](https://forums.unrealengine.com/u/JohnKentFX)\
**Post date:** [May 5, 2021, 6:15pm UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912/5 "2021-05-05T18:15:59Z")

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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.

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**Author:** ![CodeCalibre](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/codecalibre/32/908537_2.png) [@CodeCalibre](https://forums.unrealengine.com/u/CodeCalibre)\
**Post date:** [December 2, 2023, 6:18pm UTC](https://forums.unrealengine.com/t/save-works-on-windows-and-mac-but-not-ios-device/482912/6 "2023-12-02T18:18:40Z")

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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.
