LogPlayLevel: DeploymentServer: Failed to connect to bundle 'com.NordyTech.AdTester' with Unknown error 0xE80000B7

Hello,

Trying to build to my iPhone 7 (Testing going through UE4 UI) and I am getting the error ‘LogPlayLevel: DeploymentServer: Failed to connect to bundle ‘com.NordyTech.AdTester’ with Unknown error 0xE80000B7’. So… some background info. I know my certs and provisions work. I have tested on this device some already and have actually run across this error a few times and I believe I have pinpointed what is causing it but have no idea how to fix it, besides the obvious which I hope no one obviously points out again (‘Don’t delete your app from your iPhone’). The error occurs when I have built and tested my app on my iPhone and for whatever reason I have deleted the app through the UI of the iPhone then try to re-launch to my iPhone. I think what is occurring is UE is trying to find the app on my iPhone so it can only update the changed files instead of re-building the entire app. Well, when it cannot find the app then it… ‘LogPlayLevel: DeploymentServer: Failed to connect to bundle ‘com.NordyTech.AdTester’ with Unknown error 0xE80000B7’ because it no longer exists. I would think the fix would be to somehow tell it to rebuild the entire app but the second obvious thing, click the little box for ‘Full Rebuild’, doesn’t fix it.

Using a MAC
Iphone IOS V is 10.3.3
UE4.16.3

Thoughts???

LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.027109
LogPlayLevel: CommandUtils.Run: Run: mono “/Users/Shared/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe” TestUMA IOS Development -Project="/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA.uproject" “/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA.uproject” -NoUBTMakefiles -remoteini="/Users/
davidanordyjr/Documents/Unreal Projects/UniversalMobileAds" -noxge -generatemanifest -nocreatestub -NoHotReload
LogPlayLevel: CommandUtils.Run: Run: Took 1.640352s to run mono, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: mono “/Users/Shared/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe” TestUMA IOS Development -Project="/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA.uproject" “/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA.uproject” -NoUBTMakefiles -remoteini="/Users/
davidanordyjr/Documents/Unreal Projects/UniversalMobileAds" -noxge -nocreatestub -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Compiling with iPhoneOS SDK 10.3
LogPlayLevel: UnrealBuildTool: Unzipping: /Users/Shared/Epic Games/UE_4.16/Engine/Plugins/Marketplace/UniversalMobileAds/Source/ThirdParty/IOS/Google/GoogleMobileAds.embeddedframework.zip → /Users/Shared/Epic Games/UE_4.16/Engine/Intermediate/UnzippedFrameworks/UniversalMobileAds…/ThirdParty/IOS/Google/GoogleMobileAds.embeddedframework
LogPlayLevel: UnrealBuildTool: Target is up to date
LogPlayLevel: UnrealBuildTool: Deploying TestUMA IOS Development…
LogPlayLevel: UnrealBuildTool: IOSPlugin: Plugins/Marketplace/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
LogPlayLevel: UnrealBuildTool:
LogPlayLevel: UnrealBuildTool: UPL: …/Plugins/Marketplace/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
LogPlayLevel: UnrealBuildTool: UPL Init: None
LogPlayLevel: UnrealBuildTool: Universal Mobile Ads init
LogPlayLevel: UnrealBuildTool: Total build time: 12.27 seconds (NoActionsToExecute executor: 0.00 seconds)
LogPlayLevel: CommandUtils.Run: Run: Took 12.650763s to run mono, ExitCode=0
LogPlayLevel: Project.Build: ********** BUILD COMMAND COMPLETED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 13.703262
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
LogPlayLevel: Project.WriteStageCommandline: Creating UE4CommandLine.txt
LogPlayLevel: Project.CreateStagingManifest: Creating Staging Manifest…
LogPlayLevel: CookPlat IOS, this IOSPlatform
LogPlayLevel: UEDeployIOS.CollectPluginDataPaths: IOSPlugin: Plugins/Marketplace/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
LogPlayLevel: UnrealPluginLanguage…ctor:
LogPlayLevel: UPL: Engine/Plugins/Marketplace/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
LogPlayLevel: UnrealPluginLanguage.Init: UPL Init: None
LogPlayLevel: UnrealPluginLanguage.ProcessPluginNode: Universal Mobile Ads init
LogPlayLevel: Project.CleanStagingDirectory: Cleaning Stage Directory: /Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: /Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying DebugFiles to staging directory: /Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying UFSFiles to staging directory: /Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS
LogPlayLevel: CommandUtils.Run: Run: mono “/Users/Shared/Epic Games/UE_4.16/Engine/Binaries/DotNET/IOS/DeploymentServer.exe” Backup -file “/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS/Manifest_UFSFiles_IOS.txt” -file “/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS/Manifest_
NonUFSFiles_IOS.txt” -device a637c367d69c0e9b359595f2608ca0e166bb9cbe -bundle com.NordyTech.AdTester
LogPlayLevel: DeploymentServer: [deploy] Created deployment server.
LogPlayLevel: DeploymentServer: [DD] Trying to connect to mobile device running iOS …
LogPlayLevel: DeploymentServer: Connect: Couldn’t Start AFC service
LogPlayLevel: DeploymentServer: [DD] Mobile Device ‘Hungarian59iPhone7’ connected
LogPlayLevel: DeploymentServer: Connect: Couldn’t Start AFC service
LogPlayLevel: DeploymentServer: Connect: Couldn’t Start AFC service
LogPlayLevel: DeploymentServer: Failed to connect to bundle ‘com.NordyTech.AdTester’ with Unknown error 0xE80000B7
LogPlayLevel: DeploymentServer: File to be written ‘/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS\Hungarian59iPhone7_Manifest_UFSFiles_IOS.txt’
LogPlayLevel: DeploymentServer: File to be written ‘/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/Saved/StagedBuilds/IOS\Hungarian59iPhone7_Manifest_NonUFSFiles_IOS.txt’
LogPlayLevel: DeploymentServer: Error: Failed to connect to bundle ‘com.NordyTech.AdTester’
LogPlayLevel: DeploymentServer: [DD]
LogPlayLevel: DeploymentServer: Connect: Couldn’t Start AFC service
LogPlayLevel: DeploymentServer: Exiting.
LogPlayLevel: CommandUtils.Run: Run: Took 3.065961s to run mono, ExitCode=1
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND COMPLETED **********
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel: IOSPlatform.Package: Package /Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA.uproject
LogPlayLevel: UEDeployIOS.CollectPluginDataPaths: IOSPlugin: Plugins/Marketplace/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
LogPlayLevel: UnrealPluginLanguage…ctor:
LogPlayLevel: UPL: Engine/Plugins/Marketplace/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
LogPlayLevel: UnrealPluginLanguage.Init: UPL Init: None
LogPlayLevel: UnrealPluginLanguage.ProcessPluginNode: Universal Mobile Ads init
LogPlayLevel: Project: /Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA_IOS.xcworkspace
LogPlayLevel: CommandUtils.Run: Run: mono “/Users/Shared/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe” -XcodeProjectFile -project="/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA.uproject" -platforms=IOS -game -nointellisense -IOSdeployonly -ignorejunk -nocreatestub -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Discovering modules, targets and source code for project…
LogPlayLevel: UnrealBuildTool: Writing project files… 0%33%67%100%
LogPlayLevel: CommandUtils.Run: Run: Took 6.548401s to run mono, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: /usr/bin/env UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild build -workspace “/Users/davidanordyjr/Documents/Unreal Projects/UniversalMobileAds/TestUMA_IOS.xcworkspace” -scheme ‘TestUMA’ -configuration “Development” -destination generic/platform=iOS -sdk iphoneos DEVELOPMENT_TEAM=“W4AFPW888Z” CODE_SIGN_IDENTITY=“iPhone
Developer”
LogPlayLevel: env: Build settings from command line:
LogPlayLevel: env: CODE_SIGN_IDENTITY = iPhone Developer
LogPlayLevel: env: DEVELOPMENT_TEAM = W4AFPW888Z
LogPlayLevel: env: SDKROOT = iphoneos10.3
LogPlayLevel: env:
LogPlayLevel: env: 2017-08-06 01:15:22.615 xcodebuild[49119:610816] +dataWithFirstBytes:1024 ofFile:"/Users/Shared/Epic Games/UE_4.16/Engine/Config/BaseEditorLayout.ini" failed, errno = 3
LogPlayLevel: env: === BUILD TARGET TestUMA OF PROJECT TestUMA WITH CONFIGURATION Development ===
LogPlayLevel: env:
LogPlayLevel: env: Check dependencies
LogPlayLevel: env: No profiles for ‘com.NordyTech.AdTester’ were found: Xcode couldn’t find a provisioning profile matching ‘com.NordyTech.AdTester’.
LogPlayLevel: env: Code signing is required for product type ‘Application’ in SDK ‘iOS 10.3’
LogPlayLevel: env:
LogPlayLevel: env: ** BUILD FAILED **
LogPlayLevel: env:
LogPlayLevel: env:
LogPlayLevel: env: The following build commands failed:
LogPlayLevel: env: Check dependencies
LogPlayLevel: env: (1 failure)
LogPlayLevel: CommandUtils.Run: Run: Took 1.936571s to run env, ExitCode=65
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: CodeSign Failed
LogPlayLevel: at IOSPlatform.CodeSign (System.String BaseDirectory, System.String GameName, UnrealBuildTool.FileReference RawProjectPath, UnrealTargetConfiguration TargetConfig, System.String LocalRoot, System.String ProjectName, System.String ProjectDirectory, Boolean IsCode, Boolean Distribution, System.String Provision, System.String Certificate, System
.String Team, Boolean bAutomaticSigning, System.String SchemeName, System.String SchemeConfiguration) [0x00000] in :0
LogPlayLevel: at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) [0x00000] in :0
LogPlayLevel: at Project.Package (AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0
LogPlayLevel: at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0
LogPlayLevel: at BuildCookRun.ExecuteBuild () [0x00000] in :0
LogPlayLevel: at AutomationTool.BuildCommand.Execute () [0x00000] in :0
LogPlayLevel: at AutomationTool.Automation.Execute (System.Collections.Generic.List1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary1 Commands) [0x00000] in :0
LogPlayLevel: at AutomationTool.Automation.Process (System.String[] Arguments) [0x00000] in :0
LogPlayLevel: at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in :0
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in :0
LogPlayLevel: at AutomationTool.Program.Main () [0x00000] in :0
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 16.737684
LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Launch failed! Failed to Code Sign

Side note… Another way I determined it was looking for the App on the iPhone is that when I manually build the IPA and install through iTunes… I can re-build through the UE4 UI for testing on my phone and the error goes away. Instead of not being able to find the bundle, it says it was unable to copy the file. I can get those logs but I don’t think those logs will help here.

Well, it seems if you just keep trying it will eventually copy it over. I recommend to never delete a test app from the device but to use iTunes if you want to remove an app.

Hi Guys,

I’ve been having the same issue for a while now.

Im building a project in Unreal 4.15 on Windows which I wanna deploy on an ipad.

The process runs through but at some point my log says: “failed to connect to bundle”
So when I try opening the app on the ipad it shows the splash screen and quits instantly