Did anyone find a solution for UE-35334 (cardboard on ios arm64)

it was listed here UE-35334

the app works fine in armv7,i have this problem when using arm64.
the log is different than UE-35334, here is when packaging as developing :developing log
the ipa generated is too small 63.5 MB

but when packaging as shipping the file is much bigger 167.5 MB and crashs on launch, with different log in ue4 :shipping log

i had this problem in 4.14 and 4.15 .

Hi ,

Thank you for your report. We will begin investigation into this issue as soon as possible. If we are unable to reproduce the problem, or need more information, we will follow up with some additional questions for you. Otherwise, we will post an ‘Answer’ once the issue has been logged in our bug database or we have a solution for it.

Thanks,

.

Hey ,

What iOS device, specifically, are you outputting to? Please provide the logs from this device.

Thanks,

hey Sreve H,
i tested it on ipad air2 and iphone 6s both same issue, anyway here is a crasho log after symbolicated:
crashlog

are you sure these are from the log i provided ? any way its working on android the problem is when i enable google vr + ios + arm 64

Hi ,

Sorry I got logs mixed up going back and forth between issues…

Your primary problem from Log 1 is: “The weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings.”

Looking this up online I found:

“This error is caused when visibility settings are not set to the same value across all settings… a simple change in Xcode for all projects to ensure the settings match typically resolves the problem.”

There were other causes/solutions so you may want to research the error for yourself to find an answer closer to your specific situation.

The secondary issue from Log 2 is: “File was built for archive which is not the architecture being linked (arm64)”

The answer I found that seems most applicable to your project is…

“When you’re building a library you must compile it both for the simulator and the device and then merge the two outputs (.a files) into 1 library and then link it to your iOS project.”

As mentioned previously, you may want to research the error yourself to find a solution that is more appropriate to your individual case.

thanx for coming back for me, i’ll check them out soon .