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iOS launch failed: "Cannot start process because a file name has not been provided."

I started using source code engine and it won't launch the project on the iPhone. However, the precompiled engine version can launch the project without any errors. I get this message when launching with the github engine version:

 LogPlayLevel: UnrealBuildTool: Picking the default remote server
 LogPlayLevel: UnrealBuildTool: Remote compiling requires a server name. Use the editor to set up your remote compilation settings.
 LogPlayLevel: UnrealBuildTool: Doing xcode-select --print-path
 LogPlayLevel: UnrealBuildTool: ERROR: Failed to start local process for action ("Cannot start process because a file name has not been provided."):   ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
 LogPlayLevel: CommandUtils.Run: Run: Took 1,614567s to run UnrealBuildTool.exe, ExitCode=5
 LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe Evacuate_iOS IOS Development -Project="C:\Users\boyhr_000\Documents\Unreal Projects\Evacuate_iOS\Evacuate_iOS.uproject"  "C:\Users\boyhr_0
 00\Documents\Unreal Projects\Evacuate_iOS\Evacuate_iOS.uproject"  -remoteini="C:\Users\boyhr_000\Documents\Unreal Projects\Evacuate_iOS" -noxge -generatemanifest -NoHotReloadFromIDE. See logfile for details: 'UnrealBuildTool-2016.05.31-02.37.19.txt'
 LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:line 811
 LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:line 52
 LogPlayLevel:    at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars) in D:\UnrealEngine-4.11\Unrea
 lEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:line 339
 LogPlayLevel:    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\Automat
 ionTool\AutomationUtils\UE4Build.cs:line 1422
 LogPlayLevel:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) in d:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 146
 LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params) in d:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 211
 LogPlayLevel:    at AutomationTool.BuildCommand.Execute() in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 28
 LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 539
 LogPlayLevel:    at AutomationTool.Automation.Process(String[] CommandLine) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 510
 LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Program.cs:line 131
 LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 704
 LogPlayLevel:    at AutomationTool.Program.Main() in D:\UnrealEngine-4.11\UnrealEngine-4.11\Engine\Source\Programs\AutomationTool\Program.cs:line 54
 LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
 LogPlayLevel: Domain_ProcessExit
 LogPlayLevel: AutomationToolLauncher exiting with ExitCode=5
 LogPlayLevel: copying UAT log files...
 LogPlayLevel: Completed Launch On Stage: Build Task, Time: 8.007668
 LogPlayLevel: BUILD FAILED
 PackagingResults:Error: Error Deployment failed! Unknown Error


What is causing this problem and how can I solve it? Again, the precompiled engine CAN launch the project without any problems, I only get this error with source code engine from github.

Product Version: UE 4.11
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asked May 31 '16 at 12:48 AM in Packaging & Deployment

avatar image

CroHrvoje
1 1 2 4

avatar image Steve Hardister ♦♦ STAFF May 31 '16 at 07:37 PM

Hi CroHrvoje,

Please try the answer provided on the following link and let me know if does not resolve your issue:

Error generating Xcode project files

-Steve H.

avatar image CroHrvoje May 31 '16 at 10:10 PM

Hi Steve, I did some research and I'm pretty sure this error is caused because I am using Windows and can't compile xcode.

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1 answer: sort voted first

Hi CroHrvoje,

Because Xcode was referenced in the log, I thought you were on a Mac. If you are on a PC, you can still package and launch Blueprint projects to an iOS device, but not C++ projects; these need to be compiled in Xcode on a Mac.

Steve H.

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answered Jun 01 '16 at 01:02 PM

avatar image CroHrvoje Jun 01 '16 at 05:26 PM

Yes, I know and my project is blueprint based and launches fine on the launcher version of the engine. Guess the engine's c++ source code is causing problems when launching with github engine version.

avatar image Steve Hardister ♦♦ STAFF Jun 01 '16 at 08:28 PM

I recommend sticking with the Launcher version in order to launch directly to iOS devices. However, if you absolutely need to use the Github version, you would need to build the binary executable of the Engine as it is not supplied as part of the GitHub version, which includes libraries needed to launch directly to an iOS device.

avatar image CroHrvoje Jun 02 '16 at 09:24 PM

So it is possible to launch iOS with the Github version on Windows too? What do you mean by binary executable - I ran Setup.bat and GenerateProjectFiles.bat, and built the UE4 visual studio. Is there anything I missed?

avatar image Steve Hardister ♦♦ STAFF Jun 03 '16 at 03:28 PM

It is possible, but not necessarily "supported" as we have no documentation on how to do this specifically. Ben Marsh describes the process in the following link:

https://forums.unrealengine.com/showthread.php?69744-Distributing-custom-build-to-team&p=292442&viewfull=1#post292442

And is discussed in the following AnswerHub posts:

Is there any way to get the binary package from the source code UnrealEngine?

Building Engine from Source with Team

avatar image LUXO99 Sep 28 '17 at 09:44 AM

Hi, I'm having the same issue but I'm trying to package a Blueprint project using the 4.15.3 launcher version... any clue about what could be happening?

Here is my log, just in case the info could help: link text

error-build.txt (4.5 kB)
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