most of remote cook ios package problem have been fixed in 4.5. But I have a new question about iphone launch. I can’t successfully launch my game to ios device by both editor and UFD tool. They show me that can not load itunesmobiledevice.dll file.
I read the ios develop guide. you guys recommend the itunes version is 11.4 or above it. But i found the deploy tool will not correctly load the itunesmobiledevice.dll file with these itunes. I have tried to install itunes which version is 10.4. The deploy tool will load itunesmobiledevice.dll file with it, but can not hold the connected ios devices.
I am using unreal engine 4.5 and the ios system is 8.0. So how can i fixed this problem? Can anyone give me kindly ideas?
I am using iTunes 11.4 and it is deploying properly to iOS 8 devices. Do you have a log from either the editor or UFD that you could post? I’ll see if I can track it down from that.
Sorry about the lack of a response on this issue. I wanted to check in with you and see if this post has been resolved due to new features and updates being implemented into UE4. Be sure to let me know so that the proper actions can be taken with this report.
I am currently using the 12.0.1.26 version of iTunes and I am able to launch a project onto an iOS device. What version of UE4 would you be using when you are seeing this error occur?
What language is your PC OS set to? I know it’s an odd question, but we have discovered in the past there are issues with the code related to different cultures set on a machine. For instance, we had a bug with deployment when the culture was set to Turkish, so this just may be another one of those. If you can let me know what it is set to, we can see if we can reproduce it on our side utilizing the same culture. In any case, I’ll look the code today which attempts to load that dll and see if there is something obvious related to that.
I will try this version and send you the feedback. I meet it from 4.4. So i think it was caused by the itunes. But i tried so many version and none of them is valid.
By the way, is the iTunes x64,which is being used by you?
ok, what OS are you guys on, XP, Vista, Win7, Win8? Also, could you post the log from the engineer failure as well?
I looked at the code on Friday, and we don’t explicitly load the DLL ourselves. We rely on .NET to find and load it for us, but we do reference it as iTunesMobileDevice.dll and so if it has another name on your system (because of how it is installed with different culture packs), then we probably are giving it the wrong name. I’ll do some more research on it today to see if I can figure it out.
Thank you providing that image of what you currently seeing. Would you also be able to provide the additional information asked for in the above post from psauer?
Howdy :
my os is win7-64 and the itunes also is x64. I checked the code, it seems like the dll name is valid. So i do not clearly the result from what. Acctually, i meet it in ue3, but i solved it by upgrading itunes.
if you need more additional information, just ask for.
thanks.
So, one of our support engineers discovered the location of the dll we source has been changed with the latest iTunes. I believe this is probably the same thing you are encountering. I have fixed this and it will be in the next release and probably in the next preview we release.