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Can't package my app for IOS because it thinks my project is code based?

I have a windows and my app is PURE BPs. I have no code and don't even have Visual studio installed anyways. However when I try to package my app it gives me this error, "packaging a code-based project for the selected platform is currently not supported. This feature may be available in a future release.?" Anyone know how to fix this nonsense. Thanks you!

Product Version: UE 4.10
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asked Mar 14 '16 at 05:13 AM in Packaging & Deployment

avatar image

Spookey0188
28 11 16 17

avatar image Ravlek STAFF Mar 14 '16 at 04:31 PM

More than likely you have enabled a non-standard plugin, so it wants to re-link the executable to include it. If you haven't enabled plugin, go to your project directory and delete the intermediate directory. Re-run the editor and try the package again.

-Pete

avatar image Spookey0188 Mar 15 '16 at 12:14 AM

sorry that didn't work. Every time I try to remove the intermediate directory and open my project the intermediate directory automatically pops up again. Also I don't have much plugins enabled these are the only ones I have enabled are paper 2D, BP stats, Epic survey, messenger Debugger and Plugin browser that's it. Any clues why this is happening?

avatar image Spookey0188 Mar 20 '16 at 12:57 AM

Hey. When i package my app not only do i get the "packaging a code-based project for the selected platform is currently not supported.", But I also get these 2 errors.

alt text

I thought that I need to follow those two errors and get a key and join the apple Dev program.

However, I created a new project and packaged that new project for IOS and of course i got the same two errors however, I didn't get the "packaging a code-based project for the selected platform is currently not supported" AND also it opened up the file explorer telling me where would I want to package the app even though I didn't have a key or anything. What's wrong with my project?

alt text

error.png (6.6 kB)
lolwut.png (28.5 kB)
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2 answers: sort voted first

please fallow the documents to fix your problem. you 1st need to setup an Dev account for ios and android. this issue you are having is you have not setup your provision profile or your signing key. but to get those you need to fallow the docs bellow. hope this helps you.

for IOS.

https://docs.unrealengine.com/latest/INT/Platforms/iOS/GettingStarted/index.html

then do this.

https://docs.unrealengine.com/latest/INT/Platforms/iOS/QuickStart/3/index.html

For Android.

go to.

search on answers how to set up android.

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answered Mar 20 '16 at 04:51 PM

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Snowynight
56 5 8 12

avatar image Spookey0188 Mar 20 '16 at 10:49 PM

Ok very well then, but how come it's giving me a "your project contains code" error and doesn't open the file explorer when the other new project didn't give me that error and resumes to open for explorer even though both projects didn't have the key signing and the other stuff??? I just want to fix the "packaging a code-based project for the selected platform is currently not supported" error.

avatar image Ravlek STAFF Mar 21 '16 at 03:08 PM

Look at what plugins are enabled for the project that does work and compare that to your project which doesn't work. If you have enabled any new ones or disabled any of the common ones, then we will need to re-link the executable and so that would explain why it thinks it is code.

-Pete

avatar image Snowynight Mar 21 '16 at 03:46 PM

i have had that problem before. turn out i had substance designer plugin still enabled. ones you disable it you wont get the "packaging a code-based project" error.

https://answers.unrealengine.com/questions/314949/unable-to-package-for-ios.html

avatar image Spookey0188 Mar 21 '16 at 03:49 PM

Ya unfortunately I have that plugin already disabled, but still get an error. These are the plugins I have enabled paper 2D, BP stats, Epic survey, messenger Debugger and Plugin browser.

avatar image Snowynight Mar 21 '16 at 03:54 PM

try to disable Plugin browser and BP stats i just checked my projects and i don't have those 2 enabled.

avatar image Spookey0188 Mar 22 '16 at 02:46 AM

Awesome thanks that did the trick! I just had to disable BP stats!

avatar image Snowynight Mar 22 '16 at 04:42 PM

im glade i could help and that the problem is fixed.

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If anyone still having problems even after comparing plugins with a valid project like me, a very simple solution is to edit directly the .uproject file and remove the plugins part.

Example, i changed from this :

 {
     "FileVersion": 3,
     "EngineAssociation": "4.11",
     "Category": "",
     "Description": "",
     "Plugins": [
         {
             "Name": "WindowsDeviceProfileSelector",
             "Enabled": true
         },
         {
             "Name": "ArchVisCharacter",
             "Enabled": false
         },
         {
             "Name": "PluginBrowser",
             "Enabled": true
         }
     ],
     "TargetPlatforms": [
         "Android",
         "IOS"
     ]
 }

to this

 {
     "FileVersion": 3,
     "EngineAssociation": "4.11",
     "Category": "",
     "Description": ""
 }

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answered Aug 01 '16 at 01:58 PM

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zigziglagirafe
33 2 5 12

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