4.17.2 Cant Package/Launch on iOS

So I have a Blueprint project in the launcher version of 4.17.2, and I’ve been trying to Launch and Package for iOS on Windows with no luck. I’ve set up the provision and certificates according to the documentation, and they both show a status of “Valid.” I’ve installed iTunes, Visual Studio 2015 (plus the common tools for c++).

When I attempt to Package, I just get a message in the message log saying “Remote compiling requires a server name. Please specify one in the Remote Server Name settings field.”

When I attempt to Launch on device, I get the following errors: (full log here)

UnrealBuildTool: ERROR: Failed to start local process for action ("Cannot start process because a file name has not been provided."):  -o BatchMode=yes  ${CURRENT_USER}@ "cd \"/\" && xcode-select --print-path"

Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): D:\Epic Games\UE_4.17\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game IOS Development  -NoUBTMakefiles  -remoteini="D:\Perforce\CDH_iPad" -skipdeploy -noxge -generatemanifest -NoHotReload. See logfile 
for details: 'UnrealBuildTool-2017.09.28-11.07.53.txt'

Upon researching the issue, I found two other instances of this problem here and here. Since I’m using the launcher version of 4.17 and using a blueprint project, the first one doesn’t apply to my situation at all. As for the second post, I’ve installed the c++ common tools and disabled so many plugins already in an attempt to optimize the package size that I don’t think it applies either.

Here are all the plugins I disabled:

{
	"FileVersion": 3,
	"EngineAssociation": "4.17",
	"Category": "",
	"Description": "",
	"Plugins": [
		{
			"Name": "Substance",
			"Enabled": false,
			"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/2f6439c2f9584f49809d9b13b16c2ba4"
		},
		{
			"Name": "AlembicImporter",
			"Enabled": false
		},
		{
			"Name": "AndroidMedia",
			"Enabled": false
		},
		{
			"Name": "AndroidMoviePlayer",
			"Enabled": false
		},
		{
			"Name": "OnlineSubsystemGooglePlay",
			"Enabled": false
		},
		{
			"Name": "AndroidPermission",
			"Enabled": false
		},
		{
			"Name": "AudioCapture",
			"Enabled": false
		},
		{
			"Name": "CableComponent",
			"Enabled": false
		},
		{
			"Name": "CharacterAI",
			"Enabled": false
		},
		{
			"Name": "CodeLiteSourceCodeAccess",
			"Enabled": false
		},
		{
			"Name": "HTML5Networking",
			"Enabled": false
		},
		{
			"Name": "FacialAnimation",
			"Enabled": false
		},
		{
			"Name": "GitSourceControl",
			"Enabled": false
		},
		{
			"Name": "GoogleCloudMessaging",
			"Enabled": false
		},
		{
			"Name": "ImmediatePhysics",
			"Enabled": false
		},
		{
			"Name": "KDevelopSourceCodeAccess",
			"Enabled": false
		},
		{
			"Name": "MatineeToLevelSequence",
			"Enabled": false
		},
		{
			"Name": "OculusVR",
			"Enabled": false
		},
		{
			"Name": "PhysXVehicles",
			"Enabled": false
		},
		{
			"Name": "SpeedTreeImporter",
			"Enabled": false
		},
		{
			"Name": "SteamVR",
			"Enabled": false
		},
		{
			"Name": "SubversionSourceControl",
			"Enabled": false
		},
		{
			"Name": "WindowsMoviePlayer",
			"Enabled": false
		},
		{
			"Name": "WmfMedia",
			"Enabled": false
		},
		{
			"Name": "AndroidDeviceProfileSelector",
			"Enabled": false
		},
		{
			"Name": "LinuxDeviceProfileSelector",
			"Enabled": false
		},
		{
			"Name": "Paper2D",
			"Enabled": false
		},
		{
			"Name": "XCodeSourceCodeAccess",
			"Enabled": false
		}
	]
}

Any help would be greatly appreciated!

Thanks

Hello ,

Despite disabling these plugins, the message about Remote Compiling tells us that it is still attempting to compile something, which is what is causing your packaging to fail as you don’t have a Mac set up for remote compiling.

To start, we’ll need to find out why it is attempting to compile. This is usually due to additional plugins being enabled and sometimes possibly due to plugins being disabled. Can you please provide the full log file from your packaging attempt? You can find the log that I am looking for in the project’s directory under Saved/Logs. There will likely be multiple logs but to ensure that you’re providing the correct one, try opening the project, attempt to package for iOS, let it fail, close the editor, and then provide the log with the latest timestamp.

Unfortunately, the best I can do is Launch. As soon as I select File > Package Project > iOS, this pops up:

I do have the log from the attempted launch on device, if that’s at all helpful. [link][2]

Here’s a list of every plugin I have enabled: Apple movie player, ArchVis Character, Asset Manager Editor, AVF Media Player, Custom Mesh Component, Example Device Profile Selector, GameplayTagsEditor, IOS Device Profile Selector, Level Sequence Editor, LightPropogationVolume, Linux Compiler-only Integration, Media Player Editor, Mobile Location Services Blueprints Library, Mobile Patching Utilities, Online Subsystem, Online Subsystem iOS, Online Subsystem NULL, Online Subsystem Utils, Perforce, Plugin Browser, Procedural Mesh Component, Runtime PhysX Cooking, TCP Messaging, UDP Messaging, UObject Example Plugin, Visual Studio Integration, Wizard for mobile packaging scenarios.

Let me know if there’s anything else I can provide.

Edit: added info

Ah, I apologize, I didn’t notice the scrollbar with the original post, where you posted the contents of your .uproject file. I see that you have disabled multiple default plugins. Without being able to recompile the .exe to not include these plugins that are enabled by default, you will not be able to package without them. I would suggest enabling all plugins that were enabled by default in the editor and attempting to package again.

It packages!!! It crashes as soon as I run it on my device, but it packages! Thanks for your help!

So for anyone else who experiences this error, make sure all the default plugins are enabled. Otherwise, it will try to recompile the project.

I see that you have disabled multiple default plugins. Without being able to recompile the .exe to not include these plugins that are enabled by default, you will not be able to package without them. -Matthew J

After 2 days of “trial and error”, I have identified another issue witch leads to the same Remote Server Name error. It is when I replace any of the default icons in the Project Settings/iOS/Required Icons. I don’s have any solutions for this, other than using the default Unreal Engine Logo icons.

Yes i also face the same issue, whenever i replace the default app icon into a new app icon, the Remote server error happened. I hope someone can fix this.
Thanks

Hi, Medseb,Yuredacy. Have you been able to find a solution’s to the icon problem. I’ve had the problem for quite a while now and don’t know how to work my way around it. Thanks