LogPlayLevel: mono: Connect: Couldn’t Start AFC service
Implies we can’t get the file service to start on the device. Could you give me some more information about the device? What iOS version is it running? What model is it (I’m assuming iPad, but what generation)? What Xcode do you have installed?
I’m a new user of your great engine, and I have the same problem with IOS8.3 iPhone6plus Xcode 6.3.2…
(LogPlayLevel: mono: Connect: Couldn’t Start AFC service in the log).
I’ve just install UE4 on a new MacBookPro with Yosemite 10.10.3, and I’m trying to play with the VehiculeExampleMap…
I have already install apps on the iPhone with Xcode without trouble.
In my case, the error went away when I manually deleted the Unity and UE4 versions of my app that I had installed previously. I did this on the phone itself by touching the apps until the little (x) circle appeared, hitting the x, and then pressing the home button to get back out of edit mode.
So this is an error some people are experiencing which we haven’t been able to reproduce at all. Can you post the model of the device you are deploying to, as well as your Mac OS?
I have recurring problems launching to iOS devices from both Mac and PC. Yesterday, from the PC, a few launches to my iPad Air running iOS 8.4 were successful. Today the DeploymentServer keeps crashing. On some attempts the game icon appears on the iPad but trying to run it just results in a app freeze at the unreal splash screen.
I’ve been able to create a iOS package, double click in the .ipa, sync iTunes with the iPad - and get a functional game installed. Delete the game, try to launch to iOS from the editor on the PC, and the DeploymentServer crashes and an invalid .ipa might be installed. Or not.
A few observations and an output log from one of these unsuccessful launches follow:
The first SEVERAL attempts to launch from Mac always fail on any given day. The only way I’ve been successful is to freshly restart the iPad Air or my iPhone 6 Plus before attempting to launch. It also seems like the device needs several GB free space available even while the game ipa is ‘only’ 300MB.
Every launch attempt, successful or not, from Mac and PC generates messages about AFC not starting. Often in the middle of these connection retries - the iOS device is connected and transfer starts. Looks to me like multiple threads are launched and maybe orphaned in trying to start AFC.
Success rate for launch does seem higher if the game is first deleted from the iDevice.
Development machines: Win7 and OSX is the latest version. Unreal at 4.8.2. iOS at 8.4.
Ok, do you know how much space is available on the device? Trying to see if there is anything that would explain why it can’t find or make the PublicStaging directory.
Btw, we just retry several times which is why it looks like it might be multiple threads. I really wish I could reproduce this, but we have never seen it in the office, so it’s been very hard to track down.
Today the PublicStaging directory errors occurred when the iPad had 5 GB and later at 6.5 GB free. In days past, building from the Mac, the iPad was down to < 200 MB and choked until I deleted a few GB. Seemed like just deleting apps wasn’t enough - needed a reboot.
I’m saying that the AFC connection errors that continue after transfer starts hints at a process not realizing the connection is ok. But I’m guessing and haven’t looked at any code.
Yes if I build a development package on Win7 and install via iTunes on the PC I get a good app installed to the iPhone and iPad. No Xcode on this machine for obvious reasons.
I could initially generate the certificates through the iPhonePackager.exe. and perform the Launch through the editor and run the app on my iphone the first time. So after I incrementei my code and I perform new tests could not longer.
I managed to fix the problem once, manually deleting the provisioning file on my PC, deleting also the same on the apple site and generating new provisioning files and keys.
But once again the Launch stopped working. In the options of IOS in the editor provisioning and certificate are green. But when trying to launch it displays an error screen stating problem in DeploymentServer. I can make a pack through the editor, but when trying to send it to the iPhone through the iPhonePackager.exe it features the same mistake. Another thing to comment on is that when trying to use the iPhonePackager.exe. to create the necessary keys on the command line screen displays a information that he did not find UE4Game-info.plist file.
Thank you for your attention and I am awaiting a return if possible.