So we are in mid upgrade to 4.10 and have a fresh branch we are building iOS executables in.
When attempting to Build the binary I get the following error:
1> Compiling with these architectures: armv7,arm64
1> BatchFileInfo version 1 took 00:00:00.1180068
1>EXEC : error : System.IO.DirectoryNotFoundException: Could not find a part of the path 'xxx\Engine\Plugins\Blendables\LightPropagationVolume\Binaries\IOS'.
1> at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
1> at System.IO.FileSystemEnumerableIterator`1.CommonInit()
1> at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
1> at System.IO.Directory.InternalGetFileDirectoryNames(String path, String userPathOriginal, String searchPattern, Boolean includeFiles, Boolean includeDirs, SearchOption searchOption, Boolean checkHost)
1> at System.IO.Directory.InternalGetFiles(String path, String searchPattern, SearchOption searchOption)
1> at UnrealBuildTool.RemoteToolChain.PreBuildSync() in xxx\Engine\Source\Programs\UnrealBuildTool\ToolChain\RemoteToolChain.cs:line 706
1> at UnrealBuildTool.IOSToolChain.PreBuildSync() in xxx\Engine\Source\Programs\UnrealBuildTool\IOS\IOSToolChain.cs:line 910
1> at UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments) in xxx\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1994
Long story short, as the branch is fresh, we have no checked in binaries, so no Binaries\IOS folder exists for it to copy. (We use Perforce, and it does not store empty folders on the server)
I can get around this by creating the folder manually on my Windows PC, however this means every new checkout we do we need to manually create folders which the build shouldn’t even need.
Shouldn’t the copy be checking the folder exists before attempting the copy?