4.7.2 IPP ERROR: Application exception on iOS deployment

Hi Gents…

4.7.2 Windows 7 64 bit going to an iPad 4 which is plugged in and recognized.

2 questions:

Q1:
Am I supposed to be able to package the game directly onto the iPad from the PC? The only walkthroughs I see aren’t explicit about this. Ones which are explicit use xCode no a mac. What is the correct chain of events for a PC dev?

Q2:
Here is content fro the last portion of the output log on of iOS all devices item:

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I have attached some of my log files…link text

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Sidenote:
I now have iTunes 12.0.1 installed (reverted from 12.1 as pSauer noted was a problem and now IPP sees the iPad

This project is a very basic scene. It’s just the opening chair and table with a single poly static mesh added and sun, sky, and atmosphere removed. no interactions at all.

Thanks. Let me know if you need any more information.

Update: I wiped both of my dev boxes and re-installed windows and unreal 4.7.2 with the exact same outcome on both boxes as described earlier.

update: nevermind on chinese characters…

I have cleared all of the iPhonePackager errors. I stopped using Wildcards.

I only get these errors now:

LogPlayLevel: IPhonePackager: IPP ERROR: Application exception: System.Security.Cryptography.CryptographicException: Cannot find the certificate and private key for decryption.

and…

ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:1): C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\IOS\IPhonePackager.exe RepackageFromStage “Engine” -config Development -sign -stagedir “C:\Users\Violator\Documents\Unreal Projects\MyProject\Saved\StagedBuilds\IOS” -project “C:\Users\Violator\Documents\Unreal Projects\MyProject\MyProject.uproject” -iterate. See logfile for details: ‘IPhonePackager.txt’
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:1): C:\Program Files\Epic Games\4.7\Engine\Binaries\DotNET\IOS\IPhonePackager.exe RepackageFromStage “Engine” -config Development -sign -stagedir “C:\Users\Violator\Documents\Unreal Projects\MyProject\Saved\StagedBuilds\IOS” -project “C:\Users\Violator\Documents\Unreal Projects\MyProject\MyProject.uproject” -iterate. See logfile for details: ‘IPhonePackager.txt’
LogPlayLevel: Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)

I am going to look into any other plist files to see if that’s still not matching my explicit bundle identifier or App ID anymore…

update 3: SOLVED!!!

It turns out that I have to use BOTH the .cer AND the p12 files when obtaining the certificate inside of the Project’s iOS settings. The dialogue lets you use just a p12, which since it was green made me think all was well because why not?

Thanks! That was messing me up. I feel like Epic should adjust this. Like you said, it shouldn’t be green if it’s not going to work.