'Failed debugging check' when remote build for Distribution via Project Launcher
When attempting to use the Project Launcher to package a project for distribution via remote build to a Macbook, the intended provision file is not used; instead it is rejected with the following message:
UnrealBuildTool: .. Failed debugging check (mode=False, get-task-allow=False, #devices=0)
However, get-task-allow has to be false in order for a project to be packaged for distribution for iOS.
Other relevant lines include:
Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=D:/AppleBuild4.17/AppleBuild.uproject BuildCookRun -project=D:/AppleBuild4.17/AppleBuild.uproject -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=IOS -build -cook -map= -unversionedcookedcontent -pak -createreleaseversion=1.0 -manifests -distribution -stage -package -cmdline=" -Messaging" -addcmdline="-SessionId=D3ADC44A456F475A251E2EB1140BB5CC -SessionOwner='Lucian' -SessionName='AppleBuild - IOS App'" -archive -archivedirectory=C:/Users/Lucian/Desktop/4.17Test/IOS/App/1.0
CommandUtils.Run: Run: D:\Program Files\Epic Games\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe AppleBuild IOS Shipping -Project=D:\AppleBuild4.17\AppleBuild.uproject D:\AppleBuild4.17\AppleBuild.uproject -NoUBTMakefiles -remoteini="D:\AppleBuild4.17" -skipdeploy -noxge -NoHotReload -ignorejunk
Attached is the log: Log of ProjectLauncher
As far as I can determine, UE4 is attempting to produce a development copy for Xcode despite all options indicating this is to be for distribution. Or is get-task-allow=True necessary for Xcode to even deal with the file in the first place?
Any insight into this would be appreciated. Thanks.
asked Aug 15 '17 at 10:29 AM in Packaging & Deployment
I got an answer from UE devs concerning the distribution issues so I'll paste it here:
They also said that the underlying issue for distribution on remote build is being fixed for 4.19 but after going through QA it's still not completely fixed.
These are actually good enough reasons for me to switch to Mac for distributing iOS apps (it'll maybe also solve other issues with packaging size/features).
answered Jan 09 '18 at 04:12 PM
Hi, as I stated in my second post, I never got this process to work BUT I had a workaround in the form of packaging for development using the development certificate first, then resigning the resulting ipa using the actual distribution certificate on the Mac using iResign. So if you just want to push it out without moving the whole project over to Mac, you can try that method.
answered Jan 13 '18 at 11:58 AM
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