Trying to remote build on Mac from Windows any help with these errors?

Just trying to see if I can get this to work. iOS (out of the box Handheld AR template project) through 4.19.2 though I am on Windows 10. Trying to use the Remote Build options with my iMac which has XCode 9.4. Cert and Provs are valid.

I followed some of the documentation guides for this as well as this guide and even more hours throughout the forums and Answer Hub.

errors highlighted

line 14, 15,& 22

Any tips would be appreciated.

LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 31.825679
LogPlayLevel: Running AutomationTool...
LogPlayLevel: Parsing command line: -ScriptsForProject="C:/Users/oloug/Documents/Unreal Projects/ARKitTest1/ARKitTest1.uproject" BuildCookRun -project="C:/Users/oloug/Documents/Unreal Projects/ARKitTest1/ARKitTest1.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output 
-platform=IOS -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -build -map=/Game/HandheldARBP/Maps/HandheldARBlankMap -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/HandheldARBP/Maps/HandheldARBlankMap -Messaging" -device=IOS@All_iOS_On_JAMESOLOUGHLINP -addcmdlin
e="-SessionId=140FA2984AADC9F63349C2B10ECC550B -SessionOwner='oloug' -SessionName='Launch On Device' " -run
LogPlayLevel: Setting up ProjectParams for C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject
LogPlayLevel: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 7.625801
LogPlayLevel: Running: C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe ARKitTest1 IOS Development -Project="C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject"  "C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject" -NoUBTMakefiles  -remoteini="C:\Users\oloug\Documents\Unreal Projects\ARK
itTest1" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload
LogPlayLevel:   Picking the default remote server 192.168.0.13
LogPlayLevel:   Doing date +"%s" && sysctl hw.memsize | awk '{print $2}' && sysctl hw.logicalcpu | awk '{print $2}'
LogPlayLevel:   Execute took 00:00:12.6383469
LogPlayLevel:   ERROR: Failed to run init commands on 192.168.0.13. Output =
LogPlayLevel:   ERROR: Failed to initialize a connection to the Remote Server 192.168.0.13
LogPlayLevel:   Doing xcode-select --print-path
LogPlayLevel:   Execute took 00:00:04.8720259
LogPlayLevel:   Compiling with non-standard Xcode (xcode-select): /
LogPlayLevel:   Doing ls /Platforms/iPhoneOS.platform/Developer/SDKs
LogPlayLevel:   Execute took 00:00:11.9717807
LogPlayLevel:   Compiling with iPhoneOS SDK  on Mac 192.168.0.13
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 31.7582804s 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 ARKitTest1 IOS Development -Project="C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject"  "C:\Users\oloug\Documents\Unreal Projects\ARKitTest1\ARKitTest1.uproject" -NoUBTMakefiles  -remoteini="C:\Users\oloug\Docu
ments\Unreal Projects\ARKitTest1" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.28-18.37.39.txt'
LogPlayLevel:        (see C:\Users\oloug\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: 31.302487
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Deployment failed! Unknown Error

James, PC isn’t establishing a proper remote connection. SSH signing no problem? DeltaCopy ok? What exactly remote build options in project settings > iOS did you do?