ianbercov
(array)
September 11, 2019, 9:34pm
1
Hey All,
I need some help. I compiled the FACE AR app in 4.21 in the past with the kiteboy in it and it worked perfectly on my iPhone XR. Now I upgraded to 4.23 and compiled the project successfully, but when i try and launch it on my ios device it opens and immediately closes.
I checked to make sure the apple ar kit plugin is checked and I looked at my project settings for Face capture which looks good.
Any ideas?
I don’t have any idea about the root cause - nor have I used AR ever before, BUT… when my projects start going wiggy, I usually start by clearing some of the folders to eliminate problematic leftover stuff. It often works in those weird cases and can be a good plan after a switch of engine versions. Of course - back up like a compulsive backer-upper before you try anything I suggest. I’m dangerously noobish.
From my personal notes:
Solution: Clear folders
delete Saved, Intermediate, Build and Binaries folders
NOTE: One (or more) of these folders contains all the configured splash screens and icons for the project. After removing you will need to add them again manually (errg). Check which folder next time you attempt this.
ianbercov
(array)
September 13, 2019, 2:48pm
3
LoneScrapbot:
I don’t have any idea about the root cause - nor have I used AR ever before, BUT… when my projects start going wiggy, I usually start by clearing some of the folders to eliminate problematic leftover stuff. It often works in those weird cases and can be a good plan after a switch of engine versions. Of course - back up like a compulsive backer-upper before you try anything I suggest. I’m dangerously noobish.
From my personal notes:
Solution: Clear folders
delete Saved, Intermediate, Build and Binaries folders
NOTE: One (or more) of these folders contains all the configured splash screens and icons for the project. After removing you will need to add them again manually (errg). Check which folder next time you attempt this.
Hey, really appreciate the advice. I did already delete those four folders and opened the project to rebuild in 4.23. No luck unfortunately.
The last thing I need to check is to build it again in 4.21 (when i originally created the project) and see if that opens. My original packaged build from 4.21 does still open on ios so I know that it can actually work, but i’ve still had no luck getting the app to run on ios when packaged/built with 4.23
I would just continue to use the 4.21 build, but there’s another problem that livelink won’t connect to ue4 on my pc when running the 4.21 build for ios with a 4.23 project on the PC arg.
andybiar
(andybiar)
September 19, 2019, 3:08am
4
@ianbercov I have no help to offer, but we are also seeing this crash on 4.23. (4.22 works fine)
LogPlayLevel: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.581737
LogPlayLevel: Running: mono “/Users/Shared/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe” AR IOS Development -Project=/Users//Desktop/AR/AR.uproject /Users//Desktop/AR/AR.uproject -NoUBTMakefiles -remoteini=“/Users//Desktop/AR” -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Di
sabled -Manifest=/Users//Desktop/AR/Intermediate/Build/Manifest.xml -NoHotReload -log=“/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt”
LogPlayLevel: Compiling against OS Version 12.0 [minimum allowed at runtime]
LogPlayLevel: Error: ERROR: Unhandled exception: System.FormatException: Input string was not in a correct format.
LogPlayLevel: at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0
LogPlayLevel: at System.Number.ParseSingle (System.ReadOnlySpan1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 LogPlayLevel: at System.Single.Parse (System.String s) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 LogPlayLevel: at UnrealBuildTool.ReadOnlyIOSTargetRules.get_RuntimeVersion () [0x00010] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.IOSPlatform.SetUpEnvironment (UnrealBuildTool.ReadOnlyTargetRules Target, UnrealBuildTool.CppCompileEnvironment CompileEnvironment, UnrealBuildTool.LinkEnvironment LinkEnvironment) [0x00226] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment (UnrealBuildTool.UEToolChain ToolChain, UnrealBuildTool.CppCompileEnvironment GlobalCompileEnvironment, UnrealBuildTool.LinkEnvironment GlobalLinkEnvironment) [0x00bc8] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.Build (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, System.Boolean bIsAssemblingBuild, Tools.DotNETCommon.FileReference SingleFileToCompile) [0x00061] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.BuildMode.CreateMakefile (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.TargetDescriptor TargetDescriptor, UnrealBuildTool.ISourceFileWorkingSet WorkingSet) [0x00141] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.BuildMode.Build (System.Collections.Generic.List
1[T] TargetDescriptors, UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, UnrealBuildTool.BuildOptions Options, Tools.DotNETCommon.FileReference WriteOutdatedActionsFile) [0x0001a] in <55005cea58344f71ab61265be43
fc684>:0
LogPlayLevel: at UnrealBuildTool.BuildMode.Execute (Tools.DotNETCommon.CommandLineArguments Arguments) [0x002cc] in <55005cea58344f71ab61265be43fc684>:0
LogPlayLevel: at UnrealBuildTool.UnrealBuildTool.Main (System.String] ArgumentsArray) [0x00291] in <55005cea58344f71ab61265be43fc684>:0
LogPlayLevel: Took 30,190432s to run mono, ExitCode=5
LogPlayLevel: UnrealBuildTool failed. See log for more details. (/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 29.662970
LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: Launch failed! Unknown Error
I have a valid provisioning profile and certificate and apple developer account, working on a macbook pro trying to launch to an iphone x.
@andybiar have discord? lagauche#1079
can your 4.22 ios app communicate with 4.23 via livelink?
anonymous_user_3a734a63:
LogPlayLevel: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.581737
LogPlayLevel: Running: mono “/Users/Shared/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe” AR IOS Development -Project=/Users//Desktop/AR/AR.uproject /Users//Desktop/AR/AR.uproject -NoUBTMakefiles -remoteini=“/Users//Desktop/AR” -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Di
sabled -Manifest=/Users//Desktop/AR/Intermediate/Build/Manifest.xml -NoHotReload -log=“/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt”
LogPlayLevel: Compiling against OS Version 12.0 [minimum allowed at runtime]
LogPlayLevel: Error: ERROR: Unhandled exception: System.FormatException: Input string was not in a correct format.
LogPlayLevel: at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0
LogPlayLevel: at System.Number.ParseSingle (System.ReadOnlySpan1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 LogPlayLevel: at System.Single.Parse (System.String s) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 LogPlayLevel: at UnrealBuildTool.ReadOnlyIOSTargetRules.get_RuntimeVersion () [0x00010] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.IOSPlatform.SetUpEnvironment (UnrealBuildTool.ReadOnlyTargetRules Target, UnrealBuildTool.CppCompileEnvironment CompileEnvironment, UnrealBuildTool.LinkEnvironment LinkEnvironment) [0x00226] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment (UnrealBuildTool.UEToolChain ToolChain, UnrealBuildTool.CppCompileEnvironment GlobalCompileEnvironment, UnrealBuildTool.LinkEnvironment GlobalLinkEnvironment) [0x00bc8] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.Build (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, System.Boolean bIsAssemblingBuild, Tools.DotNETCommon.FileReference SingleFileToCompile) [0x00061] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.BuildMode.CreateMakefile (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.TargetDescriptor TargetDescriptor, UnrealBuildTool.ISourceFileWorkingSet WorkingSet) [0x00141] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.BuildMode.Build (System.Collections.Generic.List
1[T] TargetDescriptors, UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, UnrealBuildTool.BuildOptions Options, Tools.DotNETCommon.FileReference WriteOutdatedActionsFile) [0x0001a] in <55005cea58344f71ab61265be43
fc684>:0
LogPlayLevel: at UnrealBuildTool.BuildMode.Execute (Tools.DotNETCommon.CommandLineArguments Arguments) [0x002cc] in <55005cea58344f71ab61265be43fc684>:0
LogPlayLevel: at UnrealBuildTool.UnrealBuildTool.Main (System.String] ArgumentsArray) [0x00291] in <55005cea58344f71ab61265be43fc684>:0
LogPlayLevel: Took 30,190432s to run mono, ExitCode=5
LogPlayLevel: UnrealBuildTool failed. See log for more details. (/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 29.662970
LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: Launch failed! Unknown Error
I have a valid provisioning profile and certificate and apple developer account, working on a macbook pro trying to launch to an iphone x.
@anonymous_user_3a734a63 this isn’t a good thread for your issue, because we all know the app can package just fine. The issue we’re having is that the ios app crashes after the splash screen.
ianbercov:
Hey, really appreciate the advice. I did already delete those four folders and opened the project to rebuild in 4.23. No luck unfortunately.
The last thing I need to check is to build it again in 4.21 (when i originally created the project) and see if that opens. My original packaged build from 4.21 does still open on ios so I know that it can actually work, but i’ve still had no luck getting the app to run on ios when packaged/built with 4.23
I would just continue to use the 4.21 build, but there’s another problem that livelink won’t connect to ue4 on my pc when running the 4.21 build for ios with a 4.23 project on the PC arg.
@andybiar any luck figuring out the cause? I’ve tried 4.24 dev branch but still crashing
jonnyvegas
(jonnyvegas)
December 27, 2019, 11:42pm
9
In case anyone else is having this issue and has GameDNA’s MobileUtils plugin installed, it crashes iOS on launch. I removed the plugin and am no longer using it and iOS builds are working. Hopefully this will help someone else.
C.Schembri
(C.Schembri)
December 18, 2020, 6:45pm
10
anyone having luck pushing FaceAR project to an iphone? I am launching through unreal 4.25 and the app immediately crashes once i start it. I am using Iphone 11 pro