UE4.3 Preview is out now and it supports packaging iOS projects on Windows, and this is a little guide of how to do so. I just wanted to collect everything in one place to save people some time and ease up search. https://docs.unrealengine.com/latest/INT/Engine/Basics/Projects/Packaging/index.html
First thing you need is to create a Povisioning Profile, Certificate and *.p12 Key. You still need Mac OS X for this, you can use real Mac or install OS X on virtual machine. Everything else could be done on Windows.
I'm assuming you have already registered Apple Developer Account and joined iOS Developer Program, if not — https://developer.apple.com/
Creating a Povisioning Profile, Certificate and *.p12 Key. Go to your member center https://developer.apple.com/membercenter/index.action and click "Certificates, Identifiers & Profiles" and create Certificate, app ID, add device, and create Provisioning Profile. On you Mac OS X Import and then Export Certificate and .p12 key as described here: https://docs.unrealengine.com/latest/INT/Platforms/iOS/GettingStarted/index.html Transfer Certificate and Key to Winodws.
Now you need to install that certificate and key on Windows. Press Start and search for "MMC" in programs. Then go "File -> Add/Remove Snap-in...", choose "Certificates" in the left column and press "Add", then choose "My user account" -> "Finish" -> "Ok". "Certificates – Current User" will show up on the left, open it and go to "Personal -> Certificates", Right Click in the middle of the window (where certificates are listed) and choose "All Tasks -> Import". Now you need to import the Certificate you exported on Mac OS earlier (Next -> Next -> Finish) and .p12 key (same as certificate, but you need to change the filter to see .p12 files). You may wanna leave the password empty for key to avoid automatic packaging access errors. When you done just close MMC, choose "No" when asked to Save, this has no relevance to certificates.
Installing a Povisioning Profile on Windows. Go to your Member Center at Apple Developer Website and download Mobile Provision (*.mobileprovision file). https://developer.apple.com/account/ios/profile/profileList.action Put it here: C:\Users\YOUR_USERNAME\AppData\Local\Apple Computer\MobileDevice\Provisioning Profiles\ The name of the file doesn't have to be UE4Game. This path: \Unreal Engine\4.3\Engine\Build\IOS and this path: \Documents\Unreal Projects\PROJECT_NAME\Build\IOS didn't work for me.
Open project you wanna package, go to Edit -> Project Settings -> iOS and press "Configure Now" button. Now you need to press "Open PList Folder" button and edit ContentExamples-Info.plist. https://developer.apple.com/library/ios/documentation/general/Reference/InfoPlistKeyReference/Articles/CoreFoundationKeys.html#//apple_ref/doc/uid/20001431-102070
After all that you can File -> Package Project -> iOS or Launch -> iOS_DEVICE_NAME and everything should go Ok. Note that only current map is deploying to device when you press "Launch".
PS: the log sometimes finishes with errors but the project is packaged and working.
PPS: installed apps are blurry on my iPhone 5 though it has Retina Display. I haven't figured out why yet.
Jul 11 '14 at 12:07 PM
in Packaging & Deployment