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.
In what i see, is still problem with Uniersale Mobile Ads
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: ^
This errors i also get it in another plugin when i try to build for iOS, (#if WITH_APPLOVIN)
It should be defined different for iOS (#ifndef WITH_APPLOVIN and #endif // WITH_APPLOVIN ) at line /Plugins/UniversalMobileAds/Source/UniversalMobileAds/Private/UniversalMobileAdsBlueprintLibrary.cpp:149
I told to contact admin of the plugin or disable it, to see if is build succesfull.
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
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.
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.
I duplicated the entire project, and disabled UMA. There’s another message that seemed to have a similar error. Something about an undeclared identifier.
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.
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” .
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.