Failed to find ARKitCameraMaterial
Tried to launch simple iOS AR project on iPhone 6s, the project gets packaged but when opened on the device I get prompted with an error screen and app closes.
Steps to reproduce:
I haven't done any kind of passthrough material since there isn't anything available out of the box, the same goes for 4.17's ARKitCameraComponent.
The app seems to be calling that the material found in ARKitContent folder is missing when app is loaded.
The purpose of me doing this was simply to check what's going to happen if there won't be any specific ARKit features enabled.
I simply forgot about posting this issue, it's kind of outdated now since the error was referring to 4.18 p3. All I can say is that the error was gone with following preview builds, and since 4.19 is a way to go for AR now I consider this issue closed.
I am having the same issue, running unreal on a Mac and launching to a new iPad Pro.
I am also getting this error:
LogPlayLevel: The following build commands failed: LogPlayLevel: CodeSign /Users/munzthomas/Documents/Unreal\ Projects/ARKITTEST3/Binaries/IOS/Payload/ARKITTEST3.app LogPlayLevel: (1 failure) LogPlayLevel: Took 23.867433s to run env, ExitCode=65 LogPlayLevel: ERROR: CodeSign Failed LogPlayLevel: (see /Users/munzthomas/Library/Logs/Unreal Engine/LocalBuildLogs/UAT_Log.txt for full exception trace) LogPlayLevel: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign) LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 43.088847 LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: Launch failed! Failed to Code Sign
answered Oct 05 '17 at 08:51 PM
So today I downloaded the newest release 4.18 preview 4. I deleted any old deployments on my ipad from my unreal project. Then I launched again and it worked. You may want to try that. deleting the old apps seemed to clear out that error the next time I deployed my app.
answered Oct 10 '17 at 07:03 PM
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