Hey guys!
I’m not super technical, but I know my way around blueprints. Tackling a new challenge these days, trying to make an iOS app.
@ thanks for making this amazing plugin! I am still not sure why UE4 doesn’t have this functionality built-in, the UMG system is so cumbersome to scale, at least from BP side.
I am working on windows, so trying to package the project for iOS from windows.
I am trying the 4.26 version (I couldn’t manage to package even an empty project for 4.23 for iOS).
I can package and run it for windows without a problem.
I can package it for iOS if I put the plugin in the project directory, but when I run it on the iPad, it opens up and instantly closes, I haven’t looked into if there is a crash log or something, or where to find it on iPad. I tried packaging your example project, or even an empty project, with no logic added to the project, just the plugin activated. Still shows the same behavior.
If I try to put the plugin in the “Plugins/Runtime”, then I get an error when trying to launch the project for iOS, I get this error:
LogPlayLevel: Setting up ProjectParams for D:\Temp\WEB_UI_Sample\WebInterface.uproject
LogPlayLevel: WebInterface.uproject requires a temporary target.cs to be generated (WebUI plugin is enabled)
LogPlayLevel: ********** STAGE COMMAND STARTED **********
LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt ‘D:\Temp\WEB_UI_Sample\Binaries\IOS\WebInterface.target’. Check that this target has been built.
LogPlayLevel: (see C:\Users\Sergiu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGames+UE_4.26\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.003088
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000051
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game
If I try to package it, I get this error:
UATHelper: Packaging (iOS): ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
PackagingResults: Error: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
UATHelper: Packaging (iOS): Took 0.3625059s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (iOS): UnrealBuildTool failed. See log for more details. (C:\Users\Sergiu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+EpicGames+UE_4.26\UBT-WebInterface-IOS-Development.txt)
UATHelper: Packaging (iOS): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (iOS): BUILD FAILED
PackagingResults: Error: Unknown Error
Please not I can package for iOS and run on iPad without any problems if the plugin is not enabled.
Did anyone try to run this on an iPad on 4.26?
Thanks so much!
Best,
Sergiu,
PS: the new forum is horrible.