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Deploy to Iphone error :Failed to connect to bundle with Invalid Response Error

Hi, there:

We have just started develop a mobile game using UE4.

Currently we are trying deploying projects to IOS. Device we use is iphone6s.

First we created project on our Mac Pro and followed the mac os part of this doc to deploy the project: https://docs.unrealengine.com/latest/INT/Platforms/iOS/QuickStart/index.html

We created a cpp project using the template with no modification on it, Result was good, deployment succeed.

Then, we try deployment to ios on windows platform(again, cpp projcet using template with no modification), this time we falled into trouble. Below is what we did:

Open IphonePackager.exe, import the same p12 and mobileprovisionprofile as the ones we used on the project we created on mac.

Here is the result

alt text

Since it is a wildcard provision, we simply use this boundle identifier: alt text

Error occurred when deploy to iphone:

 LogPlayLevel: Getting IOS Deploy()
 LogPlayLevel: Project.CleanStagingDirectory: Cleaning Stage Directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
 LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
 LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying DebugFiles to staging directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
 LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying UFSFiles to staging directory: D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS
 LogPlayLevel: CommandUtils.Run: Run: D:\code\UnrealEngine-4.12\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Backup -file "D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\Manifest_UFSFiles_IOS.txt" -file "D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\Manifest_NonUFSFiles_IOS.txt" -device All_iOS_On_LINHUIYING-PC -bundle Arnold
 LogPlayLevel: DeploymentServer: [deploy] Created deployment server.
 LogPlayLevel: DeploymentServer: [DD] Trying to connect to mobile device running iOS ...
 LogPlayLevel: DeploymentServer: [DD] Mobile Device 'iPhone' connected
 LogPlayLevel: DeploymentServer: Failed to connect to bundle 'Arnold' with Invalid Response Error
 LogPlayLevel: DeploymentServer: [DD]  ... File to be written 'D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\iPhone_Manifest_UFSFiles_IOS.txt'
 LogPlayLevel: DeploymentServer: [DD]  ... File to be written 'D:\code\UE4-Projects\Arnold_IOS_CPP2\Saved\StagedBuilds\IOS\iPhone_Manifest_NonUFSFiles_IOS.txt'
 LogPlayLevel: DeploymentServer: [DD]  ... Error: Failed to connect to bundle 'Arnold'
 LogPlayLevel: DeploymentServer: [DD]
 LogPlayLevel: DeploymentServer: Exiting.
 LogPlayLevel: CommandUtils.Run: Run: Took 3.4111951s to run DeploymentServer.exe, ExitCode=1

Since we are using a wildcard provisioning profile, what does it mean by "Failed to connect to bundle" ?

Product Version: UE 4.12
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asked Jul 13 '16 at 07:01 AM in Packaging & Deployment

avatar image

huiying.lin
6 1 4 5

avatar image Satra18 Sep 12 '17 at 08:12 PM

i am confused while reading this. i am trying to do this on mac. and i keep getting the error failed to launch : can not connect to the bundle. please help?

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2 answers: sort voted first

Hi huiying.lin,

You cannot package/deploy a C++ project from a Windows machine to an iOS Device, see disclaimer at the bottom of the following link:

iOS Quick Start

-Steve H.

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answered Jul 13 '16 at 04:57 PM

avatar image huiying.lin Jul 14 '16 at 02:56 AM

Here, we have set the Remote Build Options correctly

alt text

During launching, code was sent to remote mac machine to be compiled

alt text

From the ouput log, we see that the compiled binary was sent back to the windows machine, then packaging started and succeed. It is the deployment that failed.

So, do you mean package/deploy a C++ project from a Windows machine to an iOS Device is not possible at all even we have set a remote mac machine for specific compile job? But we have done that before with unreal engine 3.

As most of us develop our game on windows, deployment to ios from windows is very necessary.Or, if the Rsync way is still in progress? If so, we would have to use unreal remote tool instead. My colleague have tried that, and succeed, but the configuration is a little bit complex, so we still prefer the rsync way.

remote mac.png (11.3 kB)
mac machine.png (10.4 kB)
avatar image Steve Hardister ♦♦ STAFF Jul 14 '16 at 05:23 PM

My previous answer assumes you are using the Launcher version vs building from Source... If you're using a source build, please review the solution on the following post as I believe it pertains to your issue:

4.10 IOS launch failure

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is the problem resolved

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answered Feb 02 '18 at 04:22 AM

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Elsa915
6 1

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