Launching to IOS device fails. plist file generating with generic company

Using 4.11 preview 4.

When launching to IOS device the plist that is generated is not correctly pulling the company info from the bundle identifier in the project settings.
It also seems to generate the game name based off the project name, instead of the name Bundle Display Name, Bundle Name, or Bundle Identifier fields in the “IOS” page of Project settings.
Checking the plist reveals a generic “com.YourCompany.” followed by the name of the project under the bundle identifier.
The plist file is generated anytime “launch to device” is used with an IOS target so altering the plist manually is futile. Calling DeploymentServer with the correct bundleidentifier manually works perfectly fine.

Downgrading to 10.2 and using exact same settings and the project launches with no issues.

Building the project prompts no errors, only launching to device.

Steps to recreate:

  1. Create blank project under 4.11 preview 4
  2. Upload mobileprovision and cert file to project settings
  3. Define correct bundle identifier information.
  4. Launch to Device using IOS as target.

Any one else experiencing this issue or know of a work around? Is there a way to stop the engine from regenerating the plist file on every launch? Unfortunately 4.11 preview provide 2 very important bug fixes, so I am eager to find a solution.

The company name I am using is “treemakesagame” in the event that the issue is related to the string itself (such as character limit)

Hi treemakesagame,

A similar bug occurred in Preview 4 and has since been fixed. Please download and try this in Preview 5 and let me know if this issue persists.

Thanks,

H.

Hello ,
Unfortunately preview 5 did not resolve the issue. I tested both on existing projects and new projects. Would you happen to know of a way to prevent the “launch to device” from rebuilding the plist every time or perhaps any other workarounds?

I have not been able to reproduce this on our end. Please try to reproduce this with a blank project template, using your company’s name (or a fake company name as I am doing in my tests). If you can reproduce this with a blank template, please send your repro steps so that I can reproduce the issue exactly as you are.

Also, please post a screenshot of your “Project-Description” info and Bundle info from “iOS” under Project Settings.

Hey , Thanks for taking a look into this.
I went ahead and did what you asked and created a new blank project (mobile, no starter content). The only adjustment I made was filling in the bundle information in the IOS section of Project Settings.
The project is still failing to launch to IOS device (IPad Mini 2) under these conditions.

Below is a screenshot of my IOS Project Settings along with the output log showing bundle information being ignored. Also, just like in my original test, it is trying to use the UE4 project name “TestingPlistFailure” for the identifier instead of the project name specified in cert or the bundle info “doop.” Is that normal? Is there something I am doing wrong?

Almost the exact same issue (error one digit off) has been reported fixed for UE4.11p5 in JIRA [UE-25150]. Please try this in Preview 5 and let me know if the error persists.

Note: If your project is Content only, according to the following post, this is a known issue and is expected to be released in Preview 6:

https://answers.unrealengine.com/questions/371783/packaging-for-ios-fails-with-cannot-create-because.html

Let me know if either of these apply to you.

Hi treemakesagame,

Since we have not heard back from you in a couple of days, we are marking this post as resolved for tracking purposes. However, you can still respond and let me know if either scenarios that I posted earlier apply to your specific case. If they do not, please describe why not.

Thanks,

H.

Hello ,
Just tried out Preview 6 and the issue is resolved. The issue may have been related to the no-content issue you described which is why it was easy to reproduce on blank projects.