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App crash at start on iOS when compiling for shipping

Hi everybody,

I'm developing an app for iOS that works on devices only if it's compiled in Development mode. When I compile in Shipping, the packaging succeeded but when I open it on the device it crash after splash screen.

I read the log from Xcode, but I can not understand what happens.

I'm using the google vr plugin on this project.

I'll attach the file log, someone can explain me what happens here?

Thanks

file log

Product Version: UE 4.13
Tags:
crash_shipping.txt (64.0 kB)
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asked Jan 04 '17 at 02:04 PM in Packaging & Deployment

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Ale_32
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Hi Ale_32,

You will only be able to test your project on your iOS device in Development mode. When you package for shipping (using separate Certificates and for Provisions for distribution) you will not be able to test that file, that is, until it is uploaded to the App Store and downloaded, played etc.

The Development Certificates and Provisions allow you to test your game during development however, it is not intended to permit you to distribute your app without going through the App Store, which requires the distribution certifications and provisions.

Essentially the only difference in the packages is that the Development version includes additional files that allow you to play your project on an iOS Device and the Distribution version removes these files (and some others) to optimize the package to its smallest possible size.

So, if your project is currently working with Developer certifications, the next step is to acquire Distribution certificates and upload to the App Store following this process: Submitting the App to App Review.

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answered Jan 04 '17 at 10:25 PM

avatar image Ale_32 Jan 05 '17 at 01:21 PM

Hi Steve, thanks for reply.

I'm embarrassed, I already have distribution certificates. I thought that the difference you explain me was between Shipping package and Shipping package with 'For Distribution' checked.

On Android I'm able to compile in Shipping mode ('For Distribution' unchecked) and install manually the .apk on any device.

On iOS, if I want to share my app with another team, I have to necessarily add them in the provisioning team? So I need a provisioning for each device on which I want to test the app?

avatar image Steve Hardister ♦♦ STAFF Jan 05 '17 at 07:01 PM

Sorry for the misunderstanding... When someone says that they build for shipping, I take it to mean that they are Shipping package with 'For Distribution' checked. You should indeed be able to share a package that you compiled for "Shipping" and the end user should be able to test on any iOS device.

So starting from the beginning:

  1. Have you tried packaging for shipping with the google vr plugin disabled? If it works without the plugin enabled, you will need to contact the creator of the plugin for support.

  2. If it still fails without the Google VR plugin enabled, then please provide the logs from the iOS device: How to get logs off of an iOS device.

  3. Also include the entire Output log: In your UE4 project, go to Developer Tools>Output Log. Right-Click and select clear all. Repackage project for shipping. Cut and paste entire contents of the Output Log into a text file and post here.

avatar image Ale_32 Jan 11 '17 at 01:42 PM

Hi Steve, sorry for the delay. I'll follow your step as soon as possible, thanks.

avatar image Dan Unrealskills Jun 29 '17 at 11:34 AM

Hello, did you got any profit with running Shipping version on iOS? I've got the same "troublem" as you...

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