iOS Deployment Failed (Exit Code=5)

anonymous_user_1786a85d
Wed, 22 Feb 2017 08:39:00 +0000
Mobile

Hello,
I just recently got into iOS, and I followed the steps provided on the documentation to set it up. However, whenever I try to deploy a level onto my iOS device, the deployment always fails with an exit code 5.

Here’s the end part of the log:

LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 8.914839
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users//Documents/Unreal Projects/Gridz 4.15/Gridz.uproject" BuildCookRun -project="C:/Users//Documents/Unreal Projects/Gridz 4.15/Gridz.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor
-Cmd.exe -utf8output -platform=IOS -build -map=/Game/Levels/Menu_1 -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/Levels/Menu_1 -Messaging" -device=IOS@All_iOS_On_LENOVO -addcmdline="-SessionId=A9266D62408F7280FF74FFBE6A4A7620 -SessionOwner='' -SessionName='Launch On Device' " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\\Documents\Unreal Projects\Gridz 4.15\Gridz.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.505582
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Gridz IOS Development -Project="C:\Users\\Documents\Unreal Projects\Gridz 4.15\Gridz.uproject"  "C:\Users\\Documents\Unreal Projects\Gridz 4.15\Gridz.uproject"  -remoteini="C:\Users\\Documents\Unreal Projects\Gridz 4.15" -noxg
e -generatemanifest -NoHotReload
LogPlayLevel: UnrealBuildTool: Picking the default remote server
LogPlayLevel: UnrealBuildTool: Remote compiling requires a server name. Use the editor (Project Settings, IOS) to set up your remote compilation settings.
LogPlayLevel: UnrealBuildTool: Doing xcode-select --print-path
LogPlayLevel: UnrealBuildTool: ERROR: Failed to start local process for action ("Cannot start process because a file name has not been provided."):  -o BatchMode=yes  ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
LogPlayLevel: CommandUtils.Run: Run: Took 1.0192244s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe Gridz IOS Development -Project="C:\Users\\Documents\Unreal Projects\Gridz 4.15\Gridz.uproject"  "C:\Users\\Docume
nts\Unreal Projects\Gridz 4.15\Gridz.uproject"  -remoteini="C:\Users\\Documents\Unreal Projects\Gridz 4.15" -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2017.02.22-00.31.57.txt'
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at BuildCookRun.ExecuteBuild()
LogPlayLevel:    at AutomationTool.BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.500850
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Deployment failed! Unknown Error

What did I do wrong?

Thanks.

10 posts - 1 participant