Can not deploy to IOS: System.FormatException: Input string was not in a correct format

I am unable to build any project using Remote windows-> ios

i tried changing windows local zone to united states but same happens.
I am able to contact the remote mac because ue4 is capable of build the ssh key file

    UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
    LogPlayLevel:   Picking the default remote server 192.168.0.28
    LogPlayLevel:   Doing date +"%s" && sysctl hw.memsize | awk '{print $2}' && sysctl hw.logicalcpu | awk '{print $2}'
    LogPlayLevel:   Execute took 00:00:00.6099852
    LogPlayLevel:   Remote time is 25-06-2018 19:00:31, difference is 00:00:02.0713230
    LogPlayLevel:   Doing echo $HOME
    LogPlayLevel:   Execute took 00:00:00.3743525
    LogPlayLevel:   Doing xcode-select --print-path
    LogPlayLevel:   Execute took 00:00:00.4499276
    LogPlayLevel:   Compiling with non-standard Xcode (xcode-select): /Library/Developer/CommandLineTools/
    LogPlayLevel:   Doing ls /Library/Developer/CommandLineTools/Platforms/iPhoneOS.platform/Developer/SDKs
    LogPlayLevel:   Execute took 00:00:00.4216863
    LogPlayLevel:   Compiling with iPhoneOS SDK  on Mac 192.168.0.28
    LogPlayLevel:   ERROR: System.FormatException: Input string was not in a correct format.
    LogPlayLevel:             at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
    LogPlayLevel:             at System.Single.Parse(String s, IFormatProvider provider)
    LogPlayLevel:             at UnrealBuildTool.IOSToolChainSettings..ctor(String DevicePlatformName, String SimulatorPlatformName)
    LogPlayLevel:             at UnrealBuildTool.IOSToolChainSettings..ctor()
    LogPlayLevel:             at UnrealBuildTool.IOSToolChain.<>c.<.ctor>b__1_0()
    LogPlayLevel:             at System.Lazy`1.CreateValue()
    LogPlayLevel:             at System.Lazy`1.LazyInitValue()
    LogPlayLevel:             at UnrealBuildTool.IOSToolChain.ModifyBuildProducts(ReadOnlyTargetRules Target, UEBuildBinary Binary, List`1 Libraries, List`1 BundleResources, Dictionary`2 BuildProducts)
    LogPlayLevel:             at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo)
    LogPlayLevel:             at UnrealBuildTool.UEBuildTarget.PrepareReceipts(UEToolChain ToolChain, Boolean bCreateDebugInfo, EHotReload HotReload)
    LogPlayLevel:             at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload)
    LogPlayLevel:             at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions)
    LogPlayLevel: Took 7,9331709s to run UnrealBuildTool.exe, ExitCode=5
    LogPlayLevel: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe ToadProyect IOS Development -Project=D:\Projects\Mobile\HenryMcFang_Jenkins\ToadProyect.uproject  D:\Projects\Mobile\HenryMcFang_Jenkins\ToadProyect.uproject -NoUBTMakefiles  -remoteini="D:\Projects\Mobile\HenryMcFang_Jenkins" -skipd
    eploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.25-12.00.27.txt'
    LogPlayLevel:        (see C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
    LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
    LogPlayLevel: Completed Launch On Stage: Build Task, Time: 7.522212
    LogPlayLevel: BUILD FAILED
    PackagingResults: Error: Deployment failed! Unknown Error

Hey, I have the same issue, did you managed to solve it?