x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Packaging for IOS fails

Hey.

I set up my both provision and certificate files. Also edited bundle identifier and project name from project settings. But whenever i try to build my project to IOS it fails. Packaging to android works without any problem on this project. I also tried to package Tappy chicken too, but it gives me same error too. (Using 4.6.1). Here is the end lines of my output log. I'm using blueprint based project with no code involved on windows 8.1 and launcher version of unreal engine 4.6.1

 BuildCommand.Execute: ERROR: BUILD FAILED
 MainFrameActions: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception:
 MainFrameActions: Packaging (iOS): Program.Main: ERROR: Exception in mscorlib: Could not find a part of the path 'f:\program files\unreal engine\4.6\engine\ıntermediate\uat\ıos\ue4commandline.txt'.
 MainFrameActions: Packaging (iOS): Stacktrace:    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
 MainFrameActions: Packaging (iOS):    at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolea
 MainFrameActions: Packaging (iOS): n checkHost)
 MainFrameActions: Packaging (iOS):    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
 MainFrameActions: Packaging (iOS):    at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost)
 MainFrameActions: Packaging (iOS):    at System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding, Boolean checkHost)
 MainFrameActions: Packaging (iOS):    at Project.WriteStageCommandline(String IntermediateCmdLineFile, ProjectParams Params, DeploymentContext SC)
 MainFrameActions: Packaging (iOS):    at Project.CopyBuildToStagingDirectory(ProjectParams Params)
 MainFrameActions: Packaging (iOS):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
 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: Could not find a part of the path 'f:\program files\unreal engine\4.6\engine\ıntermediate\uat\ıos\ue4commandline.txt'.
 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




Product Version: Not Selected
Tags:
more ▼

asked Feb 03 '15 at 04:07 PM in Packaging & Deployment

avatar image

theknoppix
84 10 14 20

avatar image Ravlek STAFF Feb 03 '15 at 11:25 PM

Hi,

I was just looking at the code from the callstack above and I think I see a possible bug in it. I'll see if I can reproduce it in some way and verify it could be the problem.

-Pete

avatar image theknoppix Feb 03 '15 at 11:32 PM

Ok thanks Pete, i'll wait for an answer, i can try if my project builds with 4.7 preview after i download it. Even though i don't want to use preview version.

avatar image theknoppix Feb 09 '15 at 02:13 PM

Hey again Pete,

I'm still waiting for a response because my client is waiting for my IOS build too. It's a finished project, built for mobile, there was no problem about packaging for android and delivered it on time, but for IOS build still need to hear from Epic.

avatar image Ravlek STAFF Feb 09 '15 at 02:23 PM

Can you try building/packaging on a Mac? If not, can you make sure this directory exists:

f:\program files\unreal engine\4.6\engine\ıntermediate\uat\ıos

Unfortunately, I have been unable to reproduce this issue. I believe the problem stems from some code which is not trying to look for a lower case version of the file, but on a PC that shouldn't be an issue as the OS isn't really case sensitive. If you have the code from GitHub, you can try my potential fix. Around line 1049 of CopyBuildToStagingDirectory.Automation.cs, it calls GetIntermediateCommandlineDir(SC) as part of a call to Directory.CreateDirectory, that should really be Path.GetDirectoryName(IntermediateCmdLineFile) which has already been lower-cased. The same change would be needed at 1060. If you don't have access to GitHub, then try the latest 4.7 preview and see if it works.

avatar image theknoppix Feb 09 '15 at 02:31 PM

Thanks for fast response. Yes i have that folder, but there was no ue4commandline.txt on there. I tried to create myself it as a blank (didn't work), tried to copy from android content but didn't work either.

Unfortunately i don't have a mac or chance to try on that. I have access to github, but can i build my project with source code version of ue4 on windows? If i can, i'll try that too. Or the last thing i can do is try my chance with 4.7 preview version.

avatar image Ravlek STAFF Feb 09 '15 at 02:51 PM

Is the folder all lower case like in the log from above?

avatar image theknoppix Feb 09 '15 at 02:57 PM

Ohh, it's not.

F:\Program Files\Unreal Engine\4.6\Engine\Intermediate\UAT\IOS

Should i change only ios part or uat and intermadiate too? Because android and pc builds work without any problem with this names.

avatar image Ravlek STAFF Feb 09 '15 at 02:58 PM

nope, leave it the way it is. Are you able to create a file there? If not, this could just be a permissions issue. Although, it seems odd that Android would work and not this if that was the case.

avatar image theknoppix Feb 09 '15 at 03:07 PM

Yes, because there was no file named ue4commandline.txt but i created it. Changing "IOS" to "ios" didn't change anything, it still gives the same error. I tried both with blank folder and blank ue4commandline.txt but no luck. I think i really should consider to try it with 4.7 preview version even though i hate to use preview versions.

avatar image Ravlek STAFF Feb 09 '15 at 03:11 PM

Well, at least it would give us a data point on whether or not it has been fixed. Let me look at the changes made since 4.6 and see if there is anything that jumps out.

-Pete

avatar image Ravlek STAFF Feb 09 '15 at 03:20 PM

So looking through the changes, I notice there was a change after 4.6 shipped which moved to using ToLowerInvariant to lower-case the files. That fixed an issue with some non-English cultures having the I (in IOS) change to a different non-English character. I believe you are encountering that issue. You might be able to "fix" this temporarily by changing the default locale of your PC to utilize English instead of the current setting. You can do this by going in to the Control Panel, selecting Clock, Language, Region, and then selecting the Region and Language link there. On that dialog, select the Formats tab and change the Format to English (United States). That might fix the problem for now and it has definitely been resolved in 4.7. Obviously, if you already set to English, then this may not be the issue.

-Pete

avatar image William8888 Feb 09 '15 at 03:21 PM

I guess you haven't launch the game on ios on the devices before you packed. i have this problem before. Build Launch and pack for final. And i also found out you said import 2 provision file together it will cash which is in my other post. You have to pack it with 1 provision file at one time in order to finish otherwise. If you import the development and replace by distro it will build fail or pack fail. Or if you want to success you have to select the shipping and pack. coz you said you did import both provision file and the last one was the distro i guess.I did pack a few time and the result was the game engine don't read the development after i import the distro provision file even i pack with development.

I still haven't meet a stuff understand this problem. Here is my post. https://answers.unrealengine.com/questions/169696/can-the-distro-ios-shipping-install-in-your-ipad-a.html

avatar image theknoppix Feb 09 '15 at 03:30 PM

Actually i tried to launch first but it gave me the same error. After that i changed my provision and certificate file a lot to be sure about that. I played with almost every setting for packaging, xml files for ios packaging but didn't work. But now, WOW, changing my format to English made the job :) And i stopped download of 4.7 preview (Hehe i really hate preview versions)

avatar image William8888 Feb 09 '15 at 03:37 PM

i got no clue yet. I thought this game engine only available for download in English version. Otherwise the addition language pack.

avatar image theknoppix Feb 09 '15 at 03:42 PM

I'm using English language for my windows, but region is still my region. I just changed format to English too and it worked. I use all of my softwares in English but i didn't even realize my format is set to "My Language".

avatar image William8888 Feb 09 '15 at 03:43 PM

What region did you set for final USA? I have been a few cash and reinstall the whole stuff. i am using the other region before but i still can pack the stuff. I still have disto problem.

avatar image theknoppix Feb 09 '15 at 03:53 PM

Yes i set it the English (USA) as Pete said. Changing it fixed everything for me. Now how can i set his comment as answer? I only have option to set my comments as answers. (answerhub noob here, sorry)

avatar image William8888 Feb 09 '15 at 03:55 PM

so you did successful import distro and development. BOth of them pack development, then shipping for distribution is it?

avatar image theknoppix Feb 09 '15 at 04:24 PM

I only tried with shipping and no distribution. If you want i can try with another setting (like for distribution) and tell you?

avatar image William8888 Feb 09 '15 at 04:28 PM

i guess you still haven't see my post yet. I still haven't meet a stuff understand this problem. Here is my post. https://answers.unrealengine.com/questions/169696/can-the-distro-ios-shipping-install-in-your-ipad-a.html

i package it before but can't install it. Even development and distribution.

avatar image theknoppix Feb 09 '15 at 04:35 PM

Ohh, i've just seen it. Actually i didn't try to install distribution version to my ipad. I tried to launch on ipad with shipping on packaging and it worked for me. Do you think i should try installing too?

avatar image William8888 Feb 09 '15 at 04:38 PM

u launch on ipad? U mean all ios on your PC. That's worked normal for everyone. But for distribution no idea is it only worked once u send it to apple and download can be install. I just can install it but can't open it. It turn grey in Ipad air 2.

avatar image theknoppix Feb 09 '15 at 04:37 PM

Mobile provision and packaging settings on my project looks like this.

http://prntscr.com/630ys1

http://prntscr.com/630za0

avatar image William8888 Feb 09 '15 at 04:38 PM

I have the same thing. the photo you can find it out on my post are 4.7 preview 5 also.

avatar image theknoppix Feb 09 '15 at 04:42 PM

Ok, tonight i'll try to build for distribution and install it. Actually i'm building on windows because i don't have a mac, but when i finish the project for store, I can build it from mac. (And i didn't know you can release your ipa without mac)

avatar image William8888 Feb 09 '15 at 04:44 PM

i have mac, but u need to test it right ?With itune install connected to your ipad air 2 test it first And about release the app to apple. I still no clue yet.

avatar image theknoppix Feb 09 '15 at 04:44 PM

I just tried it with for distribution and my build failed too. It looks like a provision file error.

avatar image William8888 Feb 09 '15 at 04:45 PM

i didn't have error but just a shipping file and I just install it. May be i guess i try it later on again.

avatar image theknoppix Feb 09 '15 at 04:48 PM

I can't even build it for distribution because of provision error. Maybe i should try it on a mac.

avatar image William8888 Feb 09 '15 at 04:49 PM

Yeah go for it and make a post if you success or failed. No problem. GTG TATU.

avatar image theknoppix Feb 09 '15 at 04:56 PM

Ok. Thanks for you help too.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Yes, it worked and packaged without any problem when i change my format to English. I even deleted my language from windows to be sure :) Now it works. Happy to hear it's fixed on 4.7 too.

Thanks Pete.

more ▼

answered Feb 09 '15 at 03:31 PM

avatar image

theknoppix
84 10 14 20

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question