Failed to produce UE4-NativizedAssets-IOS-DebugGame.a

Hello,
I was trying to package my iOS game on my MacBook. Unfortunately, when I package, an error occurs. It gives an exit code 5, and scrolling a bit higher on the output log, I see that the first error is that there was a UE4-NativizedAssets-IOS-DebugGame.a that failed to produce. I don’t know how to fix this. Here’s the output for you to check if you’d like to.

.

https://docs…com/document/d/1MA8ArF-Ck05CYnF5wFlRbs2LBwybKT6bG_QUkNFjTBU/edit?usp=sharing

I think you have problems with universal ads plugins .

4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:10:21: warning: ‘WITH_ADCOLONY’ is not defined, evaluates to 0 [-Wundef]
UATHelper: Packaging (iOS): UnrealBuildTool: #if PLATFORM_IOS && WITH_ADCOLONY
UATHelper: Packaging (iOS): UnrealBuildTool: ^
UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:14:21: warning: ‘WITH_APPLOVIN’ is not defined, evaluates to 0 [-Wundef]
UATHelper: Packaging (iOS): UnrealBuildTool: #if PLATFORM_IOS && WITH_APPLOVIN
UATHelper: Packaging (iOS): UnrealBuildTool: ^
UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:142:5: warning: ‘WITH_ADCOLONY’ is not defined, evaluates to 0 [-Wundef]
UATHelper: Packaging (iOS): UnrealBuildTool: #if WITH_ADCOLONY
UATHelper: Packaging (iOS): UnrealBuildTool: ^
UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:149:5: warning: ‘WITH_APPLOVIN’ is not defined, evaluates to 0 [-Wundef]
UATHelper: Packaging (iOS): UnrealBuildTool: #if WITH_APPLOVIN
UATHelper: Packaging (iOS): UnrealBuildTool: ^

I think it should use at that lines,

  1. #ifndef
    2 . #endif //
    Contant admin plugin

Try deleting your Intermediate and Saved folders and turn off any unnecessary plugins you have enabled.

!

Hello,
I have deleted Intermediate and Saved folders, then turned off my unnecessary plugins. The result is the same.

that result, can you upload a log file ?

After deleting the saved folder as well as the intermediate folder, this is the output log. Universal Mobile Ads is still enabled.

  1. In what i see, is still problem with Uniersale Mobile Ads
  2. UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:10:21: warning: ‘WITH_ADCOLONY’ is not defined, evaluates to 0 [-Wundef]
    UATHelper: Packaging (iOS): UnrealBuildTool: #if PLATFORM_IOS && WITH_ADCOLONY
    4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:14:21: warning: ‘WITH_APPLOVIN’ is not defined, evaluates to 0 [-Wundef]
    UATHelper: Packaging (iOS): UnrealBuildTool: #if PLATFORM_IOS && WITH_APPLOVIN
    /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:142:5: warning: ‘WITH_ADCOLONY’ is not defined, evaluates to 0 [-Wundef]
    UATHelper: Packaging (iOS): UnrealBuildTool: #if WITH_ADCOLONY
    UATHelper: Packaging (iOS): UnrealBuildTool: ^
    UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:149:5: warning: ‘WITH_APPLOVIN’ is not defined, evaluates to 0 [-Wundef]
    UATHelper: Packaging (iOS): UnrealBuildTool: #if WITH_APPLOVIN
    UATHelper: Packaging (iOS): UnrealBuildTool: ^
  3. This errors i also get it in another plugin when i try to build for iOS, (#if WITH_APPLOVIN)
  4. It should be defined different for iOS (#ifndef WITH_APPLOVIN and #endif // WITH_APPLOVIN ) at line /Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:149
  5. I told to contact admin of the plugin or disable it, to see if is build succesfull.

Have you tried turning off nativized assets?

Hello .
Before this post, I had not turned off nativized assets. After disabling the blueprint nativizing, I got a different error that rings the same tone:

UATHelper: Packaging (iOS): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: /Users//Documents/Unreal Projects/Gridz 4.15/Binaries/IOS/Gridz-IOS-DebugGame

Also, I went into the plugin and deleted some code that wasn’t necessary for my project, so the ADCOLONY and APPLOVIN problems notifications are gone. Still can’t package it.

Here are all of the lines when I CTRL+F:

UATHelper: Packaging (iOS): UnrealBuildTool:   Running UnrealHeaderTool "/Users//Documents/Unreal Projects/Gridz 4.15/Gridz.uproject" "/Users//Documents/Unreal Projects/Gridz 4.15/Intermediate/Build/IOS/Gridz/DebugGame/Gridz.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
UATHelper: Packaging (iOS): UnrealBuildTool: clang: error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (iOS): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: /Users//Documents/Unreal Projects/Gridz 4.15/Binaries/IOS/Gridz-IOS-DebugGame
UATHelper: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): /Users/Shared/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe Gridz IOS DebugGame -Project="/Users//Documents/Unreal Projects/Gridz 4.15/Gridz.uproject"  "/Users//D
UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error

Here’s the new log without nativized assets:

https://docs…com/document/d/1-W1D96cul0U-FqaViYKB_LpMc9xjnMpk_RbWvdJFpT0/edit?usp=sharing

.

UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:134:5: warning: ‘WITH_ADCOLONY’ is not defined, evaluates to 0 [-Wundef]
UATHelper: Packaging (iOS): UnrealBuildTool: #if WITH_ADCOLONY
UATHelper: Packaging (iOS): UnrealBuildTool: ^
UATHelper: Packaging (iOS): UnrealBuildTool: /Users//Documents/Unreal Projects/Gridz 4.15/Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:141:5: warning: ‘WITH_APPLOVIN’ is not defined, evaluates to 0 [-Wundef]
UATHelper: Packaging (iOS): UnrealBuildTool: #if WITH_APPLOVIN
UATHelper: Packaging (iOS): UnrealBuildTool: ^

  1. You still have some problems with ADCOLONY and APPLOVIN , is say it CLEAR :
  2. MobileAdsBlueprintLibrary.cpp:134:5: warning: ‘WITH_ADCOLONY’ is not defined
  3. So add a " #DEFINE WITH_ADCOLONY "at that line to see what happen .

Try the suggestions provided by . If that does not fix the issues that you are running into, please try the following:

  • Fix the redirectors (right click content browser → Fix redirections)
  • Disable third-party plugins (even if they’re something you’re using for the project)
  • Delete Binaries/Saved/Intermediate
  • Try to package again

If that doesn’t work, create a new project and migrate your project into the new project and then try to package. Please upload any new logs that you acquire.

!

Hello Anaro,
I added a #DEFINE WITH_ADCOLONY and a #DEFINE WITH_APPLOVIN. It gave a slew of 4 new errors within ‘UniversalMobileAdsBlueprintLibrary.cpp’, stating that there was no value for both of them.

When I go CMD+F error:

UATHelper: Packaging (iOS): UnrealBuildTool: Running UnrealHeaderTool “/Users//Documents/Unreal Projects/Gridz 4.15/Gridz.uproject” “/Users//Documents/Unreal Projects/Gridz 4.15/Intermediate/Build/IOS/Gridz/DebugGame/Gridz.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
UATHelper: Packaging (iOS): UnrealBuildTool: clang: error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (iOS): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: /Users//Documents/Unreal Projects/Gridz 4.15/Binaries/IOS/Gridz-IOS-DebugGame
UATHelper: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): /Users/Shared/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe Gridz IOS DebugGame -Project=“/Users//Documents/Unreal Projects/Gridz 4.15/Gridz.uproject” "/Users//D
UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error

I have yet to disable the third party plugins as suggested, but I did do the redirectors. It didn’t solve the problem. Also, I contacted the author of the plain that was causing the problems. He said that there seemed to be a problem with nativizing assets, and that he’ll have a hot fix soon.

https://docs…com/document/d/12eKW3vNAPEIqNugwVi-OmZTYiscX8Yw7AFVqHI8mK-w/edit?usp=sharing

That’s the full output log.

.

  1. I also have some problems with others plugins

    #if PLATFORM_IOS && WITH_APPLOVIN

    Should be replaced with :

    #ifndef PLATFORM_IOS_WITH_APPLOVIN

    //code

    #endif // PLATFORM_IOS_WITH_APPLOVIN

    #if WITH_ADCOLONY

    Should be replaced with :

    #ifndef WITH_ADCOLONY

    //code

    #endif // WITH_ADCOLONY

    #if WITH_APPLOVIN

    Should be replaced with :

    #ifndef WITH_APPLOVIN

    //code

    #endif // WITH_APPLOVIN

I looked at your log file and I still see this line:

4.15/Plugins/UniversalMobileAds/Binaries/IOS/UE4-UniversalMobileAds-IOS-DebugGame.a
UATHelper: Packaging (iOS): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: /Users//Documents/Unreal Projects/Gridz 

Please make sure that the UniversalMobileAds plugin is removed entirely from your project as it is very likely to be the cause. Once that is removed post the logs here if you are still unable to package.

If you can package after removing that plugin contact the developer of that plugin for support.

Hello.
First I went into UMA’s (the third party plugin) blueprint library and deleted everything about APPLOVIN and ADCOLONY. I was still getting an error.

https://docs…com/document/d/1q7RXL94KKXCYfBMj6UHRwP6SgK67QFvUSMKjxm3TCA8/edit?usp=sharing

I duplicated the entire project, and disabled UMA. There’s another message that seemed to have a similar error. Something about an undeclared identifier.

https://docs…com/document/d/1GFVme7Av4iiLqiljwYOZVKi_Ajblc-Jx6S0IGJgqLcs/edit?usp=sharing

When I CTRL+F for error, these are the first 3 lines:
UATHelper: Packaging (iOS): UnrealBuildTool: /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h:902:35: error: use of undeclared identifier ‘vcvt_f16_f32’
UATHelper: Packaging (iOS): UnrealBuildTool: /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h:902:35: error: use of undeclared identifier ‘vcvt_f16_f32’
UATHelper: Packaging (iOS): UnrealBuildTool: /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h:902:35: error: use of undeclared identifier ‘vcvt_f16_f32’

Did I solve the problem with UMA for the time being? I think that there’s something else wrong here other than the plugin, but I’m not sure. I’m still getting that unable to find Debug error as well.

.

  1. In your copy project, it seems you have some c++ extra code.
UATHelper: Packaging (iOS): UnrealBuildTool: Compiling with iPhoneOS SDK 10.3
UATHelper: Packaging (iOS): UnrealBuildTool: Performing 6 actions (4 in parallel)
UATHelper: Packaging (iOS): UnrealBuildTool: [2/6] clang++ TestClass2.cpp
UATHelper: Packaging (iOS): UnrealBuildTool: [1/6] clang++ TestClass.cpp
UATHelper: Packaging (iOS): UnrealBuildTool: [3/6] clang++ Gridz.cpp
UATHelper: Packaging (iOS): UnrealBuildTool: [4/6] clang++ UELinkerFixups.cpp
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users//Documents/Unreal Projects/GridzCopy/Source/Gridz/**TestClass.cpp:3**:
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users//Documents/Unreal Projects/GridzCopy/Source/Gridz/**Gridz.h:5**:
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Engine/Public/Engine.h:12:
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/Core.h:12:
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/CoreMinimal.h:128:
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/Math/VectorRegister.h:17:
UATHelper: Packaging (iOS): UnrealBuildTool: /Users/Shared/Epic Games/UE_4.15/Engine/Source/Runtime/Core/Public/Math/UnrealMathNeon.h:902:35: error: use of undeclared identifier 'vcvt_f16_f32'

You did’nt use right some math vectors, i think .

And in your project with Universal Ads, It’s seems, you have the same problems with your custom c++, and it doesnt find “ThirdParty/IOS/Chartboost/Chartboost.embeddedframework.zip” .

Hello,
I deleted the extra .cpp files, but that one undeclared identifier is still there. Here’s the log for the non-UMA file:

https://docs…com/document/d/168CH8IrsraF0mOTQ4VlbthK1H8-gPlORSybaqVEMYEA/edit?usp=sharing

I believe that I found someone else with a similar problem.

I’m not sure what to do with the math vectors. I didn’t code any of that, it’s part of the source engine I believe.

I’m sure someone fron staff will clear this for you, @ed-burgess

I was using Xcode version 8.3, but then recently downgraded to version 8.2.1. This was the problem, and the project without UMA packages fine. The answerhub for the forum post that I provided above tells you how to do it. everyone for helping me through this bumpy ride. I’ll continue contacting the author of UMA to resolve its problems.