How to set up UE4Games.uprojectdirs

I am trying to set up Remote Build for iOS.
I’m following this guide:

I used UE4.12.5
DLed through Github for Windows.
I’m not a programmer so I’m not familiar with how to set up Rules files.

My C drive is a small SSD. I have Visual Studio 2015 there but UE4, Delta Copy and my UE4 projects are all on my G drive, a massive storage drive.

I know from this post that I need to create a rules file if I’m using unorthodox drive assignments:

When I created a txt file and renamed it Games.uprojectdirs then opened the file in Notepad++ I saw this

; These folders will be searched 1 level deep in order to find projects
; UnrealBuildTool will store the following information:
; - Project name
; - Location of project
; - Whether it has code or not
; - TargetNames contains at the project location
;
./
Engine/Source/

How exactly should I set up my Games.uprojectdirs file?
Do I need to reinstall anything? I can’t fit anything else onto the C drive but G has plenty of room.

Thank you very much.

Hello ,

In my experience setting up this process, I haven’t needed to set up a rules file. However, the process that I’ve followed strictly states that DeltaCopy needs to be installed on the same drive as Visual Studio, preferably in a folder you create at C:\Program Files(x86)\DeltaCopy. DeltaCopy isn’t very large, is it possible for you to fit it on there? I still have my engine and projects on another drive. Unfortunately I can’t post a link to the process as it’s on our internal wiki, but this is the main thing that seems to be different at the moment.

Hello ,

Thank you very much for the reply! I am getting a Rules related error in my builds so I think I do need a rules file.
I will try re-installing DeltaCopy on the C drive. It will fit but Unreal Engine will certainly not.

Is there going to be an official guide to setting up remote build made?

I moved the build but I still get packaging failed:
MainFrameActions: Packaging (iOS): CommandUtils.Run: Run: G:\UE4\Engine\Binaries\DotNET\UnrealBuildTool.exe iOS IOS Development -Project=G:\UE4\iOS\iOS.uproject G:\UE4\iOS\iOS.uproject -remoteini=“G:\UE4\iOS” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (iOS): UnrealBuildTool: ERROR: Couldn’t find target rules file for target ‘-Project=G:\UE4\iOS\iOS.uproject’ in rules assembly ‘UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
MainFrameActions: Packaging (iOS): UnrealBuildTool: Location: G:\UE4\Engine\Intermediate\Build\BuildRules\UE4Rules.dll

Hm, I’ve seen that error in other places that didn’t involve remote building as well. Could you try packaging for Windows to see if you get the same error without doing the remote building?

I get the same error for Windows 64 and 32.

I’m not a programmer but I need remote building for a mobile VR project.
The source version of 4.12.5 has given me nothing but trouble but the version I grabbed from the launcher builds to Windows and blueprint template projects to iOS just fine.

Are there any plans to make iOS packaging that requires compiles any friendlier?

Thank you very much.

Unfortunately, unless Apple makes the Mac toolchain more accessible, there is nothing we can do other than solutions such as this.

The good thing is that, since this issue also happens with Windows 64, we know it’s not a remote building issue. There have been quite a few reports of this issue and usually different fixes every time. Here are a few examples of reports that were resolved. Could you take a look at these any see if they’re of any help? If not, please let me know.

Yikes. Knowing Apple, I won’t count on it.

I’ll see if I can find anything good involving VirtualBox as I’ve heard people getting results with that.

As for my compiling problem.

  1. Deleting Binaries and Intermediate did not help. Neither did a Clean Build from Visual Studio. :frowning:
  2. The second link you list looks the most promising but it didn’t work. I am wondering if I made a mistake in how I created Games.uprojectdirs so I’m asking what the proper way to build it is.

There’s no proprietary information in my problematic project so I can share if you’d like.

That would most likely be helpful. You could either post a link to download it here or send it to me in a private message on our forums. I’ve never needed to make a .uprojectdirs file myself but from what I gather, the file is meant to add the modules related to the found projects to the engine’s solution directly so that it is built from there rather than getting its own .sln file. You can see an example of this if you create a project in the engine’s base folder, as the existing UE4Games.uprojectdirs should pick up on that.

Seeing as none of my projects are ever included in this, that process shouldn’t be required for you to package.

I never asked, but can you upload the entire log file from one of your attempts to package for Windows 64 Bit? There could be more information in there that we’re missing.

link text

Hello and thank you for your time.

Sorry for the multiple replies, I wanted to upload everything in the Saved/Logs folder since I had no idea which would be the most useful.

I will reply again when I upload the folder itself.

It’s okay. In the future, be sure to use a . file. I went ahead and deleted the extra ones as this file was all I needed. On a whim, I had a feeling that it was the name of your project. Seeing as there are other files in the engine called “iOS”, it seems that having a project called just “iOS” is a problem. Even a blank project called “iOS” will fail for the same reason. Please try renaming your project or making a new project with a different name and migrating your content/code so that you can package successfully.