iOS builds no longer work
Using Unreal 4.6.1 on Mac also reprod on 4.6.0.
Until recently our project has built for iOS (on a Mac) with no problem.
We get an error during iOS builds:
(Note: ??? above are verbatim)
I have tried creating a new empty project and migrating the assets, code and config from the old project to the new. I now have a new project folder that has no diffs from the original (I'm using DiffMerge to check that) and this project builds to iOS with no problems.
I have tried deleting the original project folder and getting it again from source control - the error still occurs.
I have tried making a duplicate of the project folder (just duplicate it under Finder) and the error still occurs in the duplicate.
So now I have two folders, side-by-side, with identical contents, one works on iOS one doesn't.
The Xcode project (project.pbxproj) created by the original project contains instances of the following line in all configurations:
What I believe is happening is that part of the build process is occurring in the wrong folder.
After a build I have a .app folder in two locations; one is in the Binaries/IOS/Payload/ folder in my project directory, the other is in the UnrealEngine/4.6/Engine/Binaries/IOS/Payload/ folder referenced above.
It looks like the copy of the info.plist and embedded.mobileprovision files are happening in the latter, while most of the processing is correctly happening in the former.
Using the migrated copy we get no reference to the UnrealEngine/4.6/ folder structure, everything happens in the project folder.
All this suggests that there may be something outside of the project folder structure that inputs into the build process, although since whatever it is that is going wrong happens on multiple machines it would have to be something generated by the project.
Note that all of this is completely reproducable with this project.
Anyone have any ideas?
According to Epic this might be due to a bug they have fixed in 4.7
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