4.7.3 iOS Deployment Bug

On Mac OS X, when deploying the app to iPhone, ue 4.7.2 uses WINDOWS .EXE file to try to install the app, causing the failure:

32601-iosappinstall.jpg

The exe isn’t the problem. It’s a C# app that is being run via mono on the Mac. You are experiencing a bug a few others have been seeing as well (AFCFileRefOpen error 7). I am still trying to track it down and have been unable to reproduce it which has made it slow going. I am adding some more logging to the program for 4.7.3 to hopefully narrow down the issue as it seems like it might be a bad path on the device.

Thanks . Just so you know, in 4.6, when I deploy to iOS, mono is never used, only in 4.7.

Let me know if you ever need a full log file of deployment.

Thanks,

Ya, this is new in 4.7. I’ve got some more logging which will be part of 4.7.3. Hopefully that will help us get to the bottom of the bug.

Just a note, I just tried the 4.7.3 version, the problem still exists.

Could you post an updated log? I added more output to help me debug in case it still occurred.

Hey , here is the outputLog File:

link text

The transfer of ipa file to iPhone fails, saying:

LogPlayLevel: mono: Directory (PublicStaging) doesn’t exist!

LogPlayLevel: mono: CreateDirectory (PublicStaging) failed

Ok, you seeing the same thing as another person. Could you try to deploy a single IPA to the device utilizing either iTunes or Xcode’s Device Viewer? Then attempt Launch On again to see if it works. If that doesn’t work, then I think I will need to get you an updated executable to get a little more information.

,

1: I used iTunes to upload the ipa to iPhone.

2: Once the app was installed on iPhone, I tried running the app from iPhone. The splash screen would appear on iPhone, but the app would freeze doing nothing.

3: I then used the editor to launch the app to iPhone… It failed with the same errors as before.

One thing to note is that the xCode project is never created thru the launch process, like it does in 4.6 version… If I manually create the xCode project and try running the app thru the xCode, the process always halts on a “Trap” in some unknown function.

Ok, so that means we aren’t doing something when we try to deploy. We don’t use Xcode to deploy anymore so that we can do an incremental deploy to the device for faster iteration. Unfortunately, on a few devices we are seeing this bug where we can’t create the PublicStaging directory. Since you can upload it via iTunes, that means we are missing something, probably setting the working directory, on the device.

The reason for the crash is the IPA only contains the executable and none of the content as that was to be pushed over next. If you were to package it via File|Package and then push it up via iTunes, it should work for you.

I’m going to see if I can figure out a way to determine the current working directory on the device. If I get some code to do that, I may send you a private message on the Unreal Forums with an updated executable to test. Let me know if that is acceptable as it would certainly help me out since i can’t seem to get this to happen locally.

,

Just ran the process using the new files… Still the same result, but without the Public Directory messages. Here is the outputLog2 file:

link text

Interesting, it looks like it lost connection to the device in the middle of the transfer. I have uploaded another zip file with some more logging in the device connection and an attempt to reconnect if I detect it has lost connection. Give that a try and post the log whether it works or not.

It does copy the app to iPhone, but it halts with error. When I try to run the app on iPhone manually, the splash screen appears, but it then freezes:

link text

Ok, so that run tells me a lot. Sometimes on your device we seem to have issues starting the File Service (Can’t Start AFC Service). One of the engineers here suggested that may be a sign of a bad cable. I know, seems odd, but if you have a different cable, you might want to try that to see if it improves.

The reason why it still fails is the it failed while deploying the content. That might be because I am trying to list the directories every time. I’ll get a new version of the executable to you in a moment which won’t do that so much.

I have uploaded a new zip to the location I sent. Give that a try and post the log win or lose :slight_smile:

I changed the cable, got the same AFC errors… Going to download the new zip now

ALMOST:) ran it with the new exe… The process fails to launch the app, HOWEVER, I can run the uploaded app on iPhone manually with no problem… here is the log file:

link text

Ok that is a different error related to launching the app using instruments, so we are past the deployment problem.

I have seen the instruments issue before, but that is usually fixed on a second run. If not, then running instruments directly and launching the app from it can also fix that problem. Let me know if either one fixes the launch issue.

OK, I tried the last exe with iPad and everything worked great. Then I started checking into why the iPhone had instrument issue, I had iOS 8.2 on iPhone and 6.1 Xcode on Mac. iOS 8.2 requires Xcode 6.2. I updated the Xcode and everything is running smooth on iPhone as well.

Thanks for your time,

Howdy KINGandKONG,

Glad to here that you were able to package your project. I am going to mark this issue as being resolved. If you experience this issue in a later build of UE4, please feel free to reopen this issue so that we may be able to further investigate.

Thanks and have a great day!