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package errors for ios

here is logs:

[78/247] clang++ Niagara.generated.cpp In file included from /Users/ifuwo/Desktop/git_home/MyHome3D/MyHome/Intermediate/Build/IOS/MyHome/Development/MetalRHI/Module.MetalRHI.cpp:3: /Users/ifuwo/Desktop/UnrealEngine/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommandEncoder.cpp:272:25: error: 'setDepthClipMode:' is unavailable: not available on iOS [RenderCommandEncoder setDepthClipMode:DepthClipMode]; ^ /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.1.sdk/System/Library/Frameworks/Metal.framework/Headers/MTLRenderCommandEncoder.h:211:1: note: 'setDepthClipMode:' has been explicitly marked unavailable here - (void)setDepthClipMode:(MTLDepthClipMode)depthClipMode NS_AVAILABLE(10_11, NA); ^ In file included from /Users/ifuwo/Desktop/git_home/MyHome3D/MyHome/Intermediate/Build/IOS/MyHome/Development/MetalRHI/Module.MetalRHI.cpp:3: /Users/ifuwo/Desktop/UnrealEngine/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommandEncoder.cpp:576:26: error: 'setDepthClipMode:' is unavailable: not available on iOS [RenderCommandEncoder setDepthClipMode:InDepthClipMode]; ^ /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS10.1.sdk/System/Library/Frameworks/Metal.framework/Headers/MTLRenderCommandEncoder.h:211:1: note: 'setDepthClipMode:' has been explicitly marked unavailable here - (void)setDepthClipMode:(MTLDepthClipMode)depthClipMode NS_AVAILABLE(10_11, NA);

using iphoneOS10.1.sdk , It seems setDepthClipMode is not available on ios , and i don't think i use it in my project, so can anyone tell me how to avoid this error?

Product Version: UE 4.11
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asked Nov 24 '16 at 02:26 AM in Packaging & Deployment

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Tyler1900d
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avatar image Steve Hardister ♦♦ STAFF Nov 30 '16 at 02:25 PM

Hi Tyler1900d,

What system/OS are you runnin? Also, is this the entire output log? To check, in the output log right-click and select "clear log." Then try packaging again to a folder on your desktop. Then go back to the Output Log and cut and paste the entire contents into a text file and attach to a new post.

Please provide the info above and new log.

Thanks,

Steve H.

avatar image Steve Hardister ♦♦ STAFF Nov 30 '16 at 04:06 PM

*If you are using the using iphoneOS10.1.sdk, iOS 9 and up is only supported. What iOS are you trying to package for?

What's New in iOS 9 and OS X 10.11 setDepthClipMode(_:) Required. Controls what is done with fragments outside of the near or far planes.

avatar image Tyler1900d Dec 02 '16 at 09:24 AM

thank you for reply, my iPad OS was below 10.1 , now i update my iPad OS to 10.1 and this error solved

avatar image Tyler1900d Dec 05 '16 at 10:19 AM

Sorry, my bad, this problem didn't solved , i was comment out these two lines in cpp so that UE4 build tool can build it .( cpp in UnrealEngine/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommandEncoder.cpp )

i am using Mac OS X El Capitan 10.11.5. UE4: clone from github version 4.11 , built in Xcode base on development editor configure.

I think some setting caused this problem , do i need to set something in Xcode or UE4editor? something about which ios sdk to use?

what i have done:

1.clone from github ,using version 4.11.

2.build engine on development editor configure.

3.for my project(which created on windows) , switch engine to this one on Mac, generate Xcode project, build in Xcode and run.

Or use /UnrealEngine/Engine/Binaries/Mac/UE4Editor.app to open my project(which created on windows , and i have switch engine to this one in Mac, also build in Xcode).

4.in editor, file->package->ios .

here is loglink text

log.txt (235.8 kB)
avatar image Steve Hardister ♦♦ STAFF Dec 07 '16 at 08:54 PM

When compiling the Engine in XCode, try building in this order and see if it makes a difference:

  1. ShaderCompileWorker for Development > Mac

  2. UnrealLightmass for Development > Mac

  3. CrashReporterClient for Shipping

  4. UE4 for Development Editor

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Hi Tyler1900d,

Since we have not heard back from you in a while, we are marking this post "resolved" for tracking purposes. However, if you are continuing to experience errors when packaging for iOS, please respond and let me know if the previously posted steps made any difference and we will continue to investigate.

Thanks,

Steve H.

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answered Dec 12 '16 at 03:03 PM

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