Building for ios error

Hey I have been trying to get my game to launch onto a ios but I keep getting this error:

PackagingResults:Error: Error Deployment failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game

I have looked around and it looks like this is an error that is usually associated with games coded in C++. My game is ran with blueprints. any suggestions?

I am able to launch a on my PC but not ios…

Yeah I am using all BluePrints but it still throws the error. I did try something with an .ini file a while back but I think I fixed that… is this why ue4 thinks I have C++ code?

For a C++ project you will need access to a Mac to compile/launch/package your project for iOS. I believe you can set it so that your PC talks to your Mac if it’s on the same network so you can still mainly work on your PC. Or you can just do it on a Mac.

If you have a blueprint-only project, then you can launch/package it for iOS right on your PC.

Hi Shweppie,

Please try these troubleshooting steps:

  • Make sure you have Visual Studio 2015 installed including Visual Tools for C++
  • Check for Plugins and make sure you do not have any plugins opened/installed (ie. Substance)
  • Make sure you have your Certificates and provisions set up properly for your iOS device: iOS Quick Start
  • Test by Launching on an iOS Device with a new, blank Third Peson Blueprint Project without making any changes.
  • Please provide your Output Log: Start with a blank log, then cut and paste the resulting log after the build. (Also provide the log from the Third Person Blueprint project if it fails)

If none of the steps resolve the issue, please provide the requested information and logs from above.

Thanks,

.

In response to your comment:

1. Make sure you have Visual Studio 2015 installed including Visual Tools for C++

I have Visual Studio but I only use blueprints. I also don’t know what ‘Tools’ you are referring to.

2. Check for Plugins and make sure you do not have any plugins opened/installed (ie. Substance)

When I removed all plug-ins, the game crashes and fails to launch. (i.e. I looked at all plug ins and unchecked them.)

3. Make sure you have your Certificates and provisions set up properly for your iOS device: iOS Quick Start

Checked and re-checked. I am noticing that when i get my provisioning that the green checks do not appear. I didn’t think anything of this because the first time I launched a Test App it worked and the checks never appeared.

4. Test by Launching on an iOS Device with a new, blank Third Peson Blueprint Project without making any changes.

-Blank created, launched and failed. I will post code in sub-comment.

Please provide your Output Log: Start with a blank log, then cut and paste the resulting log after the build. (Also provide the log from the Third Person Blueprint project if it fails)

link text

  1. If you find Visual Studio 2015 in “Uninstall a program” you can choose to modify the installation. After choosing Modify You can expand the drop-down for Programming Languages as well as the drop-down for Visual C++. if you check the box next to Visual C++ it will select all of the items in this section, however the most important one is “Common Tools for Visual C++ 2015”. Make sure that this box is check and click update/next.

  2. Leave plugins on, except for any third party plugins like the Substance plugin which is commonly activated unintentionally.

  3. We’ll assume your Certs and Provisions are set up correctly for the time being

  4. The log you’ve posted shows that your blank Third Person Blueprint failed because the Bundle Identifier did not match which is not part of the original problem.

    Error: Failed to connect to bundle ‘com.YourCompany.TestLaunch’

Please enter the appropriate info in the Bundle Identifier box. You may need to set up separate certs and provisions for the blank Third Person Blueprint for test purposes.

Thanks for the Response. I have added the ‘Common Tools’ to my Visual Studio.

I am unsure on how you want me to “enter the appropriate info in the Bundle Identifier box”. Is this a part of step 5 of this these instructions? https://docs.unrealengine.com/latest/INT/Platforms/iOS/QuickStart/5/

I have just been using a " * " and nothing more in this step. What would my bundle field be?

Yes, to the above… You should have had to set up “com.YourCompany.” when creating your provisions. You would enter this information in the Bundle information fields along with your project name (including brackets) in Project Settings>iOS:

[PROJECT_NAME]

[PROJECT_NAME]

com.YourCompany.[PROJECT_NAME]

*Also include that period after “YourCompany”