Unknown Error When Launching on iPhone 4

Ok I’ve tried just about everything that I could think of (which wasn’t much) then searched every possibility that I could think of with no avail.

I started to launch a blank project just to see if it works but the problem still exist and I don’t know why or how.
I’ve done the ISO setup (got the certificates and such) with everything saying valid.

I’m using:

Windows 10 Home

iPhone 4 Version: 7.1.2

Unreal Engine: 4.13.1 as of 10/17/2016

*Note: I’ve made a blank project in Unreal Engine 4.10.4 and it launched on my iPhone 4 with no problems with the same certificates and such with everything saying valid. So the only thing I know is the problem rests in Unreal Engine 4.13.1 so I must be doing something wrong ><

I’ve also uninstalled 4.13.1 and redownloaded it. Same problem.

Here’s the output log for my blank project.

LogTemp:Display: Executing iPhonePackager Validate Engine -project E:/A_Game Projects/Unreal Engine/blankproject_001/blankproject_001.uproject -bundlename com.savemoneyandlivebetter.AWTS
LogTemp:Display: CWD: E:\Epic Games\4.13\Engine\Binaries\DotNet\IOS
LogTemp:Display: Initial Dir: E:\Epic Games\4.13
LogTemp:Display: Env CWD: E:\Epic Games\4.13\Engine\Binaries\DotNet\IOS
LogTemp:Display: BranchPath = SATAMREIA/E/Epic Games/4.13/Engine/Binaries --- GameBranchPath = SATAMREIA/E/Epic Games/4.13/Engine/Binaries
LogTemp:Display: Searching for mobile provisions that match the game 'blankproject_001' with CFBundleIdentifier='com.savemoneyandlivebetter.AWTS' in 'C:\Users\Mr. Folger\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/'
LogTemp:Display:   Phase 0 considering provision 'AWTS.mobileprovision' named 'AWTS IOS Profile'
LogTemp:Display:   Looking for a certificate that matches the application identifier '653NVC95X7.com.savemoneyandlivebetter.AWTS'
LogTemp:Display:   .. Provision entry SN '68398D7B97ABA8E3' matched 1 installed certificate(s)
LogTemp:Display:   .. .. Installed certificate 'iPhone Developer: Benjamin Folger (UD6W7BE869)' is valid (choosing it) (range '10/12/2016 11:55:04 AM' to '10/12/2017 11:55:04 AM')
LogTemp:Display:   Picked 'AWTS.mobileprovision' with AppID '653NVC95X7.com.savemoneyandlivebetter.AWTS' and Name 'AWTS IOS Profile' as a matching provision for the game 'blankproject_001'
LogTemp:Display:   Looking for a certificate that matches the application identifier '653NVC95X7.com.savemoneyandlivebetter.AWTS'
LogTemp:Display:   .. Provision entry SN '68398D7B97ABA8E3' matched 1 installed certificate(s)
LogTemp:Display:   .. .. Installed certificate 'iPhone Developer: Benjamin Folger (UD6W7BE869)' is valid (choosing it) (range '10/12/2016 11:55:04 AM' to '10/12/2017 11:55:04 AM')
LogTemp:Display: Executing iPhonePackager Validate Engine -project E:/A_Game Projects/Unreal Engine/blankproject_001/blankproject_001.uproject -bundlename com.savemoneyandlivebetter.AWTS
CWD: E:\Epic Games\4.13\Engine\Binaries\DotNet\IOS
Initial Dir: E:\Epic Games\4.13
Env CWD: E:\Epic Games\4.13\Engine\Binaries\DotNet\IOS
BranchPath = SATAMREIA/E/Epic Games/4.13/Engine/Binaries --- GameBranchPath = SATAMREIA/E/Epic Games/4.13/Engine/Binaries
Searching for mobile provisions that match the game 'blankproject_001' with CFBundleIdentifier='com.savemoneyandlivebetter.AWTS' in 'C:\Users\Mr. Folger\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/'
  Phase 0 considering provision 'AWTS.mobileprovision' named 'AWTS IOS Profile'
  Looking for a certificate that matches the application identifier '653NVC95X7.com.savemoneyandlivebetter.AWTS'
  .. Provision entry SN '68398D7B97ABA8E3' matched 1 installed certificate(s)
  .. .. Installed certificate 'iPhone Developer: Benjamin Folger (UD6W7BE869)' is valid (choosing it) (range '10/12/2016 11:55:04 AM' to '10/12/2017 11:55:04 AM')
  Picked 'AWTS.mobileprovision' with AppID '653NVC95X7.com.savemoneyandlivebetter.AWTS' and Name 'AWTS IOS Profile' as a matching provision for the game 'blankproject_001'
  Looking for a certificate that matches the application identifier '653NVC95X7.com.savemoneyandlivebetter.AWTS'
  .. Provision entry SN '68398D7B97ABA8E3' matched 1 installed certificate(s)
  .. .. Installed certificate 'iPhone Developer: Benjamin Folger (UD6W7BE869)' is valid (choosing it) (range '10/12/2016 11:55:04 AM' to '10/12/2017 11:55:04 AM')
LogPlayLevel: Launcher Device ID: IOS@All_iOS_On_SATAMREIA
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogCook:Display: Sandbox cleanup took 0.885 seconds
LogCook:Display: String asset reference resolve tried 1 did 0
LogRedirectors:Display: Timer ResolveTimeLoad 0.000000
LogRedirectors:Display: Timer ResolveTimeDelegate 0.000000
LogRedirectors:Display: Timer ResolveTimeTotal 0.004032
LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0
LogChunkManifestGenerator: Updated collection PackagesRemovedFromChunk0
LogChunkManifestGenerator: Chunk: 0, Started with 478 packages, Final after dependency resolve: 478
LogChunkManifestGenerator:Display: Saving asset registry.
LogChunkManifestGenerator:Display: Generated asset registry num assets 333, size is 150.29kb
LogChunkManifestGenerator:Display: Done saving asset registry.
LogCook:Display: Cook by the book total time in tick 0.000016s total time 2.202614
LogCook:Display: Peak Used virtual 1428 Peak Used phsical 1275
LogCook:Display: Hierarchy timer information
Name:  Length(ms)Root: 0.000000ms
GenerateLongPackageName: 0.078075ms
SavingAssetRegistry: 561.047636ms
IntStats
LoadPackage=20
SavedPackage=1035
LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000053
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="E:/A_Game Projects/Unreal Engine/blankproject_001/blankproject_001.uproject" BuildCookRun -project="E:/A_Game Projects/Unreal Engine/blankproject_001/blankproject_001.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -
ue4exe=UE4Editor-Cmd.exe -utf8output -platform=IOS -build -map=/Game/Test_Map001 -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/Test_Map001 -Messaging" -device=IOS@All_iOS_On_SATAMREIA -addcmdline="-SessionId=EB5FD4B34A15CA91791CDDBA8F9B4C14 -SessionOwner='Mr. Folger' -SessionName='Launch On Device' " -run
LogPlayLevel: Automation.Process: Setting up command environment.
LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for E:\A_Game Projects\Unreal Engine\blankproject_001\blankproject_001.uproject
LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.754919
LogPlayLevel: CommandUtils.Run: Run: E:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game IOS Development   -remoteini="E:\A_Game Projects\Unreal Engine\blankproject_001" -noxge -generatemanifest -NoHotReload
LogPlayLevel: UnrealBuildTool: Picking the default remote server
LogPlayLevel: UnrealBuildTool: Remote compiling requires a server name. Use the editor (Project Settings, IOS) 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."):  -o BatchMode=yes  ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"
LogPlayLevel: CommandUtils.Run: Run: Took 0.702403s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): E:\Epic Games\4.13\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game IOS Development   -remoteini="E:\A_Game Projects\Unreal Engine\blankproject_001" -noxge -generatemanifest -NoHotReload. See logfile fo
r details: 'UnrealBuildTool-2016.10.18-11.27.19.txt'
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
LogPlayLevel:    at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
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)
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, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)
LogPlayLevel:    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at AutomationTool.BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.250139
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Deployment failed! Unknown Error

Hello ,

Does this project contain any C++ code or any plugins that require being recompiled? It seems that the editor is trying to use remote compiling to compile for iOS on a Mac (since this cannot be done on Windows due to the different toolchain) and is failing as remote building isn’t set up. You can see that on this line:

“LogPlayLevel: UnrealBuildTool: Remote compiling requires a server name. Use the editor (Project Settings, IOS) to set up your remote compilation settings.”

If you don’t have a Mac available to do remote compiling on, you’ll need to create a new project that doesn’t have code and migrate your assets over, or deactivate/remove any plugins that you are using that are required to be recompiled.

Thank you ,

I’m not using any C++ code, and only plugins is the one that’s required (the Substance Plugin).

Fortunately I do have a Mac available but I don’t have it setup for remote compiling and don’t know how.

This raises another question, Why would I need a Mac now in 4.13.1 and not in 4.10.4?

-Thanks

That would be because of the substance plugin. It may of not been including its source when it was distributed for 4.10.4 but is now doing so with 4.13.1.

As far as setting up remote compiling, this guide may be of some help although it could be partially outdated. Please let me know if you run into any issues while following it. It’s a community guide so I can’t guarantee it works but it should be helpful. Windows -> iOS Rsync/Remote Build Guide (4.8) - Mobile - Epic Developer Community Forums

Thank you ,

Thank you for the link an answering my questions. I’ll see if I can setup the remote compiling (it’ll be a day or so).

I have another question if that’s ok.

Would it be better just to use my Mac to launch it on my iPhone? Instead of using the remote compiling?

-Thanks

It depends on the difference between your PC and your Mac when it comes to their specifications. When you do remote compiling, your PC will still handle all of the cooking part of the packaging while the Mac will handle the compiling part. If you do all of it on the Mac, it could take longer to cook if the PC has higher specifications.

Ok, thanks for that and my Mac isn’t that great (as I found out).

I am stuck on the Remote Compiling part though. I was following the guide and I can’t quite make out on how to use the terminal on the Mac side. Its more advanced than what I’m able to make out.

I’ve skipped 1-3 on the Mac part since I’ve done number 3 and one of the comments said “it’s not necessary to download the UE source code on the Mac, nor to install the binary version of the editor” Which I am happy because my internet isn’t all that fast. Just need to setup Xcode and Rsync.

So on “4) Setup RSync daemon” is where I need the most help (on the terminal side). I’ve got the files downloaded and created but that’s about it.

-Thanks

The steps that the user is mentioning may seem confusing if you’ve never used Terminal on a mac but it isn’t much different than using Command Line on a Windows PC. I would suggest looking up the terms you may not be familiar with, as they are all part of the terminal, such as sudo, how the cp command works, etc. Unfortunately there isn’t much to say that would make it any clearer than what the user mentions. Are there any particular parts that are giving you issues?

ok, I’ll be looking them up.

From what I understand and the thing that is giving me issues is 4c) part. I think I’m doing it correctly but when I copy it into the directory it says Permission denied.

I made sure I was an administrator but I’ll check again.

ok I am an administrator on my Mac.

Also I’m looking at this as well https://answers.unrealengine.com/questions/450714/how-to-setup-remote-build.html

Ok, I’ve got everything on the Mac side set up (I believe). Now I’m at the PC 5) 5e) and I can’t enter my password for my Mac. When I try to type my password it doesn’t show :confused:

That’s expected. The password doesn’t actually get typed out visually, but it is being typed in. Just enter once you’re done entering it.

Thank you, I wasn’t for sure if that was the case. Now I’m thinking Norton is getting in my way as I type my password in, it’s saying “Permission denied (publickey, keyboard-interactive).”

It could certainly be being blocked by a firewall or something of the sort. Have you tried disabling those measures to see if you receive the same message?

Yes, I’ve disabled both firewalls and received the same message.

It’s possible that this post may be able to help. It seems that changing some ssh settings may be able to help you get past this error.

http:///questions//

Thanks Matthew,

Okay, I’ve made some progress but I don’t know exactly how. Only thing I know is the engine updated to version 4.13.2.

Now the only problem is when I try to Generate SSH Key it asks for a password three times then asks for my ssh@USERSNAME-mph’s password, are they both the same? I’ve tried typing my password in both of them but it says after the ssh@USERSNAME-mph’s password Permission denied, please try again. ><

I feel like I’m going to go bald

Thank you Matthew for putting up with me.

Okay, I’ve tried everything that I could think of about the password and the ssh@USERSNAME.mph’s password and can’t get through. I’ve also deleted the Mobile Provision and the Certificate and reimported them to see if that was a issue.

I don’t know what is going on and what to do. I’m at a lost for the moment :\

Could you provide a screenshot of what you’re seeing at the point where you get stuck? Feel free to block out any sensitive information.

Will do, and here it is

This is where I’m stuck. I’ve tried different passwords that I know of and if you any more information let me know.