OnlineSybsystemsIOS missing for non IOS Project ???

Hi ,

My guess is that you upgraded your project from UE4.12.5 (or earlier) to UE4.13 (or later) and had the iOS subsystem enabled in one of your projects build.cs files. Since Epic changed the way that subsystems are included you need to remove the dependency from that file. It should look something like this;

DynamicallyLoadedModuleNames.Add("OnlineSubsystemIOS");

If you want to include a subsystem in 4.13 or later you have to indeed do this through the plugins menu that changes your project uproject file.

Hope this helps. Cheers,

Hi,

I am working on a PC and Console game. Nothing with to do with ios at all. Every time I package the game I get a warning that I am missing OnlineSybsystemsIOS.
I activated / deactivated it in the plugin section. Both options did not change anything. Any ideas?

Cheers

Hi Project.gheist,

thanks for the answer. Unfortunately this is not working for me. Even when I setup a brand new project I get the same warning. In my cs build files is no OnlineSubsystem loaded.

Cheers

,

Could you please upload your full error output logs? It looks like you might be running into our UE-38950 but without your logs I would be unable to verify this.

Looking forward to hearing back from you, thanks!

Hi ,

thanks for your answer. Always great to see that epic staff is answering questions :slight_smile:
I get this error when I run the Automation test in the editor with the following error:

ModuleManager: Unable to load module
‘OnlineSubsystemios’ because the file
‘C:/Program Files/Epic
Games/4.14/Engine/Binaries/Win64/’ was
not found. No filename provided for
module OnlineSubsystemios

When I run my own tests I get the warning in the first line. I piped the whole console output of the packaging part in this log. Hope this helps.[link text][1]

122728-consoleoutput.txt (3.84 KB)

Could you please upload your full error output log as a .txt file? This one seems to be cut off.

Thanks!

Hi ,
here is one of the Logs, which produces the warning.
Cheers
[link text][1]

123810-log.txt (84.8 KB)

Could you disable FMOD, then delete your Intermediate and Saved folders and see if that makes a difference with your project?

LogFMOD:Error: 'lowLevelSystem->getDriverInfo(DriverIndex, nullptr, 0, nullptr, &SystemSampleRate, nullptr, nullptr)' returned 'An invalid parameter was passed to this function.'
UE4Editor: [2017.01.27-09.17.10:607][  0]LogOutputDevice:Error: === Handled ensure: ===
[2017.01.27-09.17.10:617][  0]LogOutputDevice:Error: 
UE4Editor: [2017.01.27-09.17.10:617][  0]LogOutputDevice:Error: 
[2017.01.27-09.17.10:628][  0]LogOutputDevice:Error: Ensure condition failed: !IsRunningGame() [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Editor\MainFrame\Private\MainFrameModule.cpp] [Line: 597]
[2017.01.27-09.17.10:639][  0]LogOutputDevice:Error: The MainFrame module should only be loaded when running the editor.  Code that extends the editor, adds menu items, etc... should not run when running in -game mode or in a non-WITH_EDITOR build
UE4Editor: [2017.01.27-09.17.10:639][  0]LogOutputDevice:Error: The MainFrame module should only be loaded when running the editor.  Code that extends the editor, adds menu items, etc... should not run when running in -game mode or in a non-WITH_EDITOR build
[2017.01.27-09.17.10:650][  0]LogOutputDevice:Error: Stack: 
UE4Editor: [2017.01.27-09.17.10:650][  0]LogOutputDevice:Error: Stack: 
[2017.01.27-09.17.10:661][  0]LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:185]

[2017.01.27-09.17.10:671][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:216]
[2017.01.27-09.17.10:682][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:343]
[2017.01.27-09.17.10:693][ 0]LogOutputDevice:Error: UE4Editor-MainFrame.dll!FMainFrameModule::StartupModule() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\mainframe\private\mainframemodule.cpp:597]
[2017.01.27-09.17.10:704][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:485]
[2017.01.27-09.17.10:715][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModule() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:327]
[2017.01.27-09.17.10:725][ 0]LogOutputDevice:Error: UE4Editor-LevelEditor.dll!FModuleManager::LoadModuleChecked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\modules\modulemanager.h:288]
[2017.01.27-09.17.10:736][ 0]LogOutputDevice:Error: UE4Editor-LevelEditor.dll!FLevelEditorModule::StartupModule() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\leveleditor\private\leveleditor.cpp:224]
[2017.01.27-09.17.10:747][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:485]

[2017.01.27-09.17.10:758][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModule() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:327]
[2017.01.27-09.17.10:769][ 0]LogOutputDevice:Error: UE4Editor-CodeEditor.dll
[2017.01.27-09.17.10:790][ 0]LogOutputDevice:Error: UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:485]
[2017.01.27-09.17.10:801][ 0]LogOutputDevice:Error: UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:409]
[2017.01.27-09.17.10:812][ 0]LogOutputDevice:Error: UE4Editor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\projects\private\pluginmanager.cpp:592]
[2017.01.27-09.17.10:822][ 0]LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::LoadStartupModules() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2236]
[2017.01.27-09.17.10:833][ 0]LogOutputDevice:Error: UE4Editor.exe!FEngineLoop::PreInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1668]
[2017.01.27-09.17.10:844][ 0]LogOutputDevice:Error: UE4Editor.exe!GuardedMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:113]

[2017.01.27-09.17.10:855][ 0]LogOutputDevice:Error: UE4Editor.exe!GuardedMainWrapper() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
[2017.01.27-09.17.10:866][ 0]LogOutputDevice:Error: UE4Editor.exe!WinMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
[2017.01.27-09.17.10:876][ 0]LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
UE4Editor: [2017.01.27-09.17.10:876][ 0]LogOutputDevice:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
]LogOutputDevice:Error: KERNEL32.DLL
]LogOutputDevice:Error: KERNEL32.DLL
LogOutputDevice:Error: ntdll.dll
[ 0]LogOutputDevice:Error: ntdll.dll

Sorry for the spam, I wanted you to have access to the errors I saw.

Unfotunately I can’t remove FMod from the project. Otherwise I am unable to start the project…
You think that Fmod is responsible for this? I think I have read somewhere that the FMod devs want to get rid of these errors in 4.15.

It looks like it’s an FMOD issue. Could you try creating a test project, enabling FMOD and seeing if you run into the same errors in the output log?

Thanks!

Hey ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!