Packaging IOS blueprint project asked for remote server when using Google VR plugin
I'm attempting to create a new project that uses google cardboard on IOS. My project is a blueprint only project. Whenever I attempt to launch the project or package it, I'm getting compiler related issues. I'd like to develop exclusively on PC and avoid using xcode where possible. My provision and certification are all in order.
After looking through many other questions, it would appear that unreal needs to compile the google VR plugin. When I turn off every plugin on a new project it packages just fine and creates the IPA file. If I turn on only the Google VR plugin, I get these issues.
Is it possible to compile the google VR plugin since it resides in the engine folder and not the project folder? Any help would be greatly appreciated.
asked Apr 19 '17 at 01:35 PM in Packaging & Deployment
After doing a bit of digging I was able to find another post with the same issue. I have provided a link below. It appears that this is working as intended. You will have build remotely/directly on a Mac in order to package after adding a plugin to the project that requires being compiled (google VR plugin in this case) when trying to package for iOS. I hope that this information helps.
Make it a great day
answered Apr 26 '17 at 03:19 PM
Rudy Q ♦♦ STAFF
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