I am attempting to test my level on my iPad and have had to go into the Xcode project and auto create the Schemes as there were none by default, however UE4Editor uses xcodebuild test
to run the game on the iPad, which is not configured correctly by the look of it:
LogPlayLevel:Display: CommandUtils.Run: Run: /usr/bin/env UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild test -project "/Users/andy/Documents/Unreal Projects/MyGame/MyGame.xcodeproj" -scheme 'MyGame - iOS' -configuration Development -destination 'platform=iOS,id=42d10daa429286c2800c13ed08361f40cd579043' TEST_HOST="/Users/andy/Documents/Unreal Projects/MyGame/Binaries/IOS/Payload/MyGame.app/MyGame" BUNDLE_LOADER="/Users/andy/Documents/Unreal Projects/MyGame/Binaries/IOS/Payload/MyGame.app/MyGame"
LogPlayLevel:Display: env: Build settings from command line:
LogPlayLevel:Display: env: BUNDLE_LOADER = /Users/andy/Documents/Unreal Projects/MyGame/Binaries/IOS/Payload/MyGame.app/MyGame
LogPlayLevel:Display: env: TEST_HOST = /Users/andy/Documents/Unreal Projects/MyGame/Binaries/IOS/Payload/MyGame.app/MyGame
LogPlayLevel:Display: env:
LogPlayLevel:Display: env: xcodebuild: error: Scheme MyGame - iOS is not currently configured for the test action.
I don’t see any instructions in the documentation about configuring the test action, so could someone tell me what I’m missing please?
Note: I am able to go into Xcode and run the project on the iPad without issue, which is certainly a workable solution, however I am still confused as to why the UE4Editor wants to launch the way it does.