iOS IPA Automation Tool Terminated, Stops at 40%
I have been experiencing packaging problems for several days. I have tried packaging in two separate versions of unreal.
4.17 it will always compile around 6000 shaders and becomes unresponsive during launching.(I cannot verify that this version fails at 40 percent during the "deployment server" phase of launching like 4.11 does)
4.11 allows for quicker problem solving because it doesn’t take several hours and unreal engine stays responsive during the launch. The process Fails at 40% during the 'verifying application' phase.
When I alter the stock bundle identifier, it will also compile but it will go through 6 thousand shaders,similar to 4.17, before it also fails at 40%.
Quickstart Steps I have followed. 1.I have installed iTunes 2.I am working with an empty project (I'm assuming its blueprint only because I haven't touched any code related to this project)(I am also assuming that I do not need a mac because Unreal packages the project for me and I only need to setup a remote apple computer as a server if I'm submitting to the AppStore) 3.I have generated a signing certificate from Apple's developer portal (I am assuming that I do not need the ".p12 file from Keychain to use with the Unreal iOS Configuration Wizard." because I am starting this process from scratch on a PC.) 4.I have registered my device in the apple developer portal. 5.I have created a wildcard app id with an "*" as the Bundle ID I have named the ID "EmptyProject" 6.I created a mobile provision and imported it into my project. I have seen the error that is thrown if I do not have the provisions and certs imported when trying to package a project. I have overcome those and I am now having a different problem.(I think)(in the iPhonePackager.exe the green checkmarks do not appear when importing the mobile provision or develper cert. No checkmark appears but when I try and reload it it asks if I want to replace the one I just imported. I'm assuming this is a feedback problem and its actually working under the hood) 7.I Select "Lauch" in the upper right hand corner next to the play button I scroll down to the All_iOS_On_(MyMachineName)(I have also tried launching through the Project Launcher window) Unreal will begin packaging my project work through several minutes and...
FAIL (Full log attached as "Log1")
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:1): C:\Program Files (x86)\Epic Games\4.11\Engine\Binaries\DotNET\IOS\DeploymentServer.exe Install -ipa "F:\UnrealProjects\EmptyProject\Binaries\IOS\EmptyProject.ipa" -device All_iOS_On_MINT. See logfile for details: 'DeploymentServer-2017.10.11-12.14.03.txt'
It may also be important that this error "DeploymentServer: [DD] ... Error: Failed to connect to bundle 'com.YourCompany.EmptyProject'" appears further up but doesn't stop the process from continuting. I find it interesting that both of the errors are coming from "the deployment server"
iOS on device is up to date. Unreal engine versions are up to date.
Steps I have tried and their answerhub sources.
Hypothesis (IT'S THE CERT) I have checked the certificate manager on my PC and found a security cert issued by apple that was revoked in 2016. Apparently it was a big deal as several sources I ran across in the forums talked about it. I downloaded the new cert from this location https://www.apple.com/certificateauthority/ and installed it on my computer and my ios device. The page that suggested it may be a cert issue is here: https://answers.unrealengine.com/questions/235016/ios-package-fail-476.html (I have noticed that after I deleted the old cert and instaled the new one, the old WWDR cert that expired in 2016 will reappear in my cert manager after I try to launch my empty project to my iOS device again. I don't know where it's getting that cert info from.) The Apple Root CA is grood through 2035 and appears after the first time I (try to) launch to iOS device. I installed the 2023 cert in my personal folder where the other certs propegated, and when I let the cert install wizard install where it wants to it installs in the intermediate Certification Authority Folder. (So the new cert is currently in both places)
Hypothesis (ITS STILL THE CERT) Suggested steps: 1.Delete the old Cert in certmgr Install new one from this location https://www.apple.com/certificateauthority/ DONE (its only in the intermediate certification authorities folder the older cert is not present generated new csr and key pair.)
2.Delete all old Certs, Identifiers and Provisions then create new key pairs with with 4.9 iPhonePackager. Then recreate all the Apple necessities.(Done I created a new wildcard app id and developer cert I did not create a new device cert. I also deleted all of the folders in the same directory as my unreal engine project so it had to recreate them)
3.For UE4.10, Use the attached iPhonePackager. Put it in 4.10InstallDir/Engine/Binaries/DotNET/IOS and then package as normal: 80982-iphonepackager.zip Alternately, use this packager: 81003-iphonepackager (I used the packager from the 4.17 binaries folder.) Source AnswerHub Post https://answers.unrealengine.com/questions/405880/debug-on-ios-fails-with-application-verification-f.html
As far as I can tell the things that have resolved the issue in the past are not working for me. Also if anyone would tell me why unreal engine 4.17 takes half a day to compile and fail while 4.11 takes only a few minutes that would be cool too.
Thank you for reading.
Do I need to have a mac to deploy to local device when publishing from windows? Why, in my iphoneackager exe, don’t the green check marks work when I import a freshly made provisioning certificate? What effect does the bundle identifier have on the packaging of a project. And how do you name it correctly? What is the difference between packaging and launching a game? Why isn’t there a Info.plist file in my project directory after I’ve attempted a build?
asked Oct 11 '17 at 09:48 PM in Packaging & Deployment
1. Disable all but Unreal Engine's default plugins. 2. Ensure that the "Bundle id" in the "app id", packaged in your mobile provision, is literally“”(This is created in the apple dev portal). Do not follow apple's example below the wildcard feild. When making a new app id set the app id type to wildcard and make the "Bundle id" literally "". Package that app id into your moblie provision and load it into your project. This allows you to put any name in the "bundle identifier" space in the Unreal project settings ->ios -> bundle identifier of your project. Also you must use the "Launch" feature to launch to your device, as explained in the ios quickstart guide in unreal documentation. When I used the "project launcher" window instead, the project did not launch on my device properly. 3. I also was not using an empty project, rather it was the third person perspective template. I tired once and it failed and then i tried again using the launch feature and it worked. Im running around the third person template on my ipad.
answered Nov 05 '17 at 02:50 AM
In case you cant see the symbols between the quotation marks. they are asterisks.
answered Nov 05 '17 at 02:51 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here