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iPhonePackager cannot find Info.plist in IPA stub

After finally getting UnrealRemoteTool to compile on a remote Mac from VS 2013, we hit another roadblock. When trying to package a Basic Code project from the editor, we get this error from iPhonePackager:

 IPP ERROR: Application exception: System.Exception: Expected "Payload/IOSTest.app/Info.plist" in IPA but it was not found

The remote Mac generated the stub IPA, but it contains only the binary and there's no .plist file inside it. Did anyone actually manage to package a project on 4.1 using the remote tool?

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asked May 19 '14 at 09:23 PM in Packaging & Deployment

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avatar image Awdogsgo2heaven May 24 '14 at 08:26 PM

same issue here pedro, seems me and you keep hitting the same road blocks!

avatar image Awdogsgo2heaven May 30 '14 at 02:14 PM

Does yours contain a mobile provision and CodeResource folder?

avatar image Awdogsgo2heaven May 31 '14 at 08:50 AM

I've found the reason for this error for me. For whatever reason, half of the IPA Stub is in the UE4/Builds/PC-Name/IOTest/Binaries/IOS/Payload Directory, and the other Half, is in the UE4/Builds/UE4/UnrealEngine/IOSTest/Binaries/IOS/Payload . The first one has your Plist, Mobile Provisions ect, but the second one has the actual compiled source code, if you zip them together, and call it IOSTest, I was able to get past this part by commenting out the code that would replace this file and force it to use the one I made. (I haven't figured out why it doesn't combine them on its own, or if this has to do with it expecting a certain folder structure somewhere to make it all come together nicely) However, I hit another bump after that:MainFrameActions: Packaging (iOS): IPhonePackager: IPP ERROR: Application exception: System.IO.InvalidDataException: Did not find a Code Signing LC. Injecting one into a fresh executable is not currently supported. Apparently the compiled source is missing a code signing. =/

avatar image pedro_clericuzzi Jun 02 '14 at 06:52 PM

Sorry, I've just chalked this as "not working" for now and was concentrating on other details of our game for the time being, hoping things get better in 4.2

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I managed to finally get an IPA built using 4.2! Just remember you need to import the private key and certificate into Windows as well.

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answered Jun 06 '14 at 05:53 PM

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avatar image Awdogsgo2heaven Jun 06 '14 at 05:58 PM

Awesome! Can't wait to try it. Was this a code project? I imported the certificate but not the private key...did you use 4.2 source?

avatar image pedro_clericuzzi Jun 09 '14 at 01:36 PM

Code project based on the rolling template, using 4.2 source. The pre-compiled binaries still don't have iOS export support and I couldn't build a content-only project, since it requires UE4Game.stub which I have no idea how to produce.

avatar image Awdogsgo2heaven Jun 09 '14 at 02:44 PM

I got code based working over the weekend. I also got tappy chicken by adding code to it , turning it into a code project. I posted a question about the UE4 stub, hopefully an Unreal Engineer will see it.

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