[4.5 Preview] IOS Support contact error

In the 4.5 Preview build (through Unreal Engine Launcher) it fails to build an IOS content only project on Windows [File → Package Project → IOS] when the Support Contact value in the project description page has letters, numbers and a new line.

NOTE; IOS was the only platform checked in the ‘Supported Platforms’ page in the project settings

Copy & Paste this into the Support Contact box and it should reproduce this error:

Contact Name:

01 12345678

This is the error log:

MainFrameActions: Packaging (iOS): BuildCookRun.SetupParams: Setting up ProjectParams for D:\Documents\Unreal Projects\AnonProject\AnonProject.uproject
MainFrameActions: Packaging (iOS): ProjectUtils.DetectTargetsForProject: Looking for targets for project D:\Documents\Unreal Projects\AnonProject\AnonProject.uproject
MainFrameActions: Packaging (iOS): ProjectUtils.DetectTargetsForProject: Searching for target rule files in D:\Documents\Unreal Projects\AnonProject
MainFrameActions: Packaging (iOS): ProjectUtils.DetectProjectProperties: Loading ini files for D:\Documents\Unreal Projects\AnonProject\AnonProject.uproject
MainFrameActions: Packaging (iOS): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (iOS): Program.Main: ERROR: Exception in UnrealBuildTool: Failed to find value when parsing D:\Documents\Unreal Projects\AnonProject\Config\DefaultGame.ini, line 17: 01 12345678
MainFrameActions: Packaging (iOS): Stacktrace:    at UnrealBuildTool.ConfigCacheIni.ParseKeyValuePair(String Trimme
MainFrameActions: Packaging (iOS): dLine, String Filename, Int32 LineIndex, String& Key, String& Value)
MainFrameActions: Packaging (iOS):    at UnrealBuildTool.ConfigCacheIni.ParseIniFile(String Filename)
MainFrameActions: Packaging (iOS):    at UnrealBuildTool.ConfigCacheIni..ctor(UnrealTargetPlatform Platform, String BaseIniName, String ProjectDirectory, String EngineDirectory)
MainFrameActions: Packaging (iOS):    at AutomationTool.ProjectUtils.DetectProjectProperties(String RawProjectPath)
MainFrameActions: Packaging (iOS):    at AutomationTool.ProjectUtils.GetProjectProperties(String RawProjectPath)
MainFrameActions: Packaging (iOS):    at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset)
MainFrameActions: Packaging (iOS):    at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookOnTheFly, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 OBBinAPK, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds)
MainFrameActions: Packaging (iOS):    at BuildCookRun.SetupParams()
MainFrameActions: Packaging (iOS):    at BuildCookRun.ExecuteBuild()
MainFrameActions: Packaging (iOS):    at BuildCommand.Execute()
MainFrameActions: Packaging (iOS):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (iOS):    at AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (iOS):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (iOS):    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
MainFrameActions: Packaging (iOS):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (iOS): Program.Main: ERROR: Failed to find value when parsing D:\Documents\Unreal Projects\AnonProject\Config\DefaultGame.ini, line 17: 01 12345678
MainFrameActions: Packaging (iOS): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (iOS): Program.Main: AutomationTool exiting with ExitCode=1
MainFrameActions: Packaging (iOS): Domain_ProcessExit
MainFrameActions: Packaging (iOS): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (iOS): copying UAT log files...
MainFrameActions: Packaging (iOS): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (iOS): BUILD FAILED

I solved this issue by clearing the Support Contact value box and re-built [File → Package Project → IOS]. Everything then worked fine. I have not tried to re-produce this issue after successfully building as it failed every time before I cleared the Support Contact Box

Hope that helps!

Howdy blindman457,

Thanks for your report. I was able to recreate your issue in the 4.5 preview of UE4 by following the steps that you have provided. I have attempted to reproduce this issue in a later build of UE4 and I was unable to see any build failed errors. I am unsure of when this upcoming build will be released at this time but the issue has been addressed.

Thanks and have a great day!