IOS problem's Game builds & Transfer's fine but fails on install 40% every time ?
I have been banging my head with this now, firstly i am using certs and provisions generated with exact same bundle id for project and they show Green in UE4, but when i try to build on iPhone or transfer .IPA via iTunes i get same failer, the error is always during install at 40%
LogPlayLevel: DeploymentServer: [DD] Installing IPA on device '........' ... LogPlayLevel: DeploymentServer: [DD] ... Install is 5% complete at phase 'CreatingStagingDirectory' LogPlayLevel: DeploymentServer: [DD] ... Install is 15% complete at phase 'ExtractingPackage' LogPlayLevel: DeploymentServer: [DD] ... Install is 20% complete at phase 'InspectingPackage' LogPlayLevel: DeploymentServer: [DD] ... Install is 20% complete at phase 'TakingInstallLock' LogPlayLevel: DeploymentServer: [DD] ... Install is 30% complete at phase 'PreflightingApplication' LogPlayLevel: DeploymentServer: [DD] ... Install is 30% complete at phase 'InstallingEmbeddedProfile' LogPlayLevel: DeploymentServer: [DD] ... Install is 40% complete at phase 'VerifyingApplication' LogPlayLevel: DeploymentServer: Install \ Update of "TappyChicken.ipa" failed with Application Verification Failed Error in 5.45 seconds LogPlayLevel: DeploymentServer: [DD] LogPlayLevel: DeploymentServer: Exiting. LogPlayLevel: CommandUtils.Run: Run: Took 13.0751119s to run DeploymentServer.exe, ExitCode=1 LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:1): C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Install -ipa "C:\Users\DSB Games\Documents\Unreal Projects\TappyChicken\Binaries\IOS\TappyChicken.ipa" -device All_iOS_On_DSBW10 -additionalcommandline "-SessionId=5ADA6353484AC07CAA4EFA9E0893B9D1 -SessionOwner=DSBGames -SessionName='Play On Device'". See logfile for details: 'DeploymentServer-2016.04.15-21.01.55.txt' LogPlayLevel: Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) LogPlayLevel: at IOSPlatform.Deploy(ProjectParams Params, DeploymentContext SC) LogPlayLevel: at Project.Deploy(ProjectParams Params) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String CommandLine) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) LogPlayLevel: at AutomationTool.Program.Main() LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes. LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=Error_Unknown LogPlayLevel: Domain_ProcessExit LogPlayLevel: copying UAT log files... LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully. LogPlayLevel: Completed Launch On Stage: Build Task, Time: 19.022387 LogPlayLevel: BUILD FAILED PackagingResults:Error: Error Deployment failed! Unknown Error
i have tried doing this on my Mac, PC and both generate the same ?
PS, sorry for the Output log in the question
I believe the following AnswerHub Post addresses and provides the fix for this issue as the user was experiencing the same error in the their Project Log:
While I suggest reading the entire post for a better understanding of the problem, here are some key points:
Please try these steps and let me know if they do not resolve the issue.
answered Apr 28 '16 at 06:08 PM
I have not done anything differently,apart from where you upload your generated key to Apple to generate cert then download along with the provision, i have also generated the key as a wildcard along with my app provision as this just enables me to use for developing games and app and not having to generate a provision for each app When I'm ready to deploy to store I will create a new provision which will be specific to the app
But apart from that all I have done is use the paid for method, as I need for uploading to store and this way Sorry I can't be more helpful but I was having the same issues and that fixed for me
answered May 01 '16 at 01:31 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here