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Help with deploying to iOS (Missing certificate & provision)

I Have followed all the steps, i enrolled in the apple developers program, i created an app ID, i created the provisioning profiles i created the certificates, i added my device, and i imported the certificates and the provisioning profiles with iPhone packager and i edited the PLIST in project settings>iOS to match my domain.

Everytime i try to launch to iOS it says "Missing certificate and provision" alt text

And the launch button is greyed out. so idk what to do i did everything it told me to do. please help me.

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asked Aug 08 '14 at 07:02 PM in Packaging & Deployment

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gotgrassct
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avatar image [Epic] Gribbs ♦♦ STAFF Aug 08 '14 at 07:29 PM

Howdy gotgrassct,

Thank you for posting this issue. Have you by chance seen this documentation page: https://docs.unrealengine.com/latest/INT/Platforms/iOS/GettingStarted/index.html

Are you able to package the game successfully? And additional information on the issue would be greatly appreciated.

Thanks and have a great day!

avatar image gotgrassct Aug 08 '14 at 07:35 PM

Packaging brings up the same issue "Missing Certificate"

avatar image gotgrassct Aug 08 '14 at 07:47 PM

Well, i enrolled in the development program last night and today i received an email saying i need to activate it, so they gave me a code to activate it and a link to type in the code and after i typed it in it said "Activated" and i was able to create all the necessary things for deploying to iOS. But when i did it, it gave me that message. Is there something i'm forgetting or is my developer account not really activated yet?

When i used Front End i'm able to get the IPA installed on my phone but when i launch the app on my phone it gives me this error: alt text

and when i press No it gives me this error: alt text

photo.png (158.1 kB)
photo (1).png (166.4 kB)
avatar image gotgrassct Aug 10 '14 at 07:27 PM

WHY Can't ANYONE help me on how to fix this?

avatar image Shadowriver Aug 10 '14 at 07:36 PM

You project is bluprint only or it has any C++ code?

avatar image gotgrassct Aug 11 '14 at 02:01 AM

it's blueprint only. i never use c++

avatar image gotgrassct Aug 11 '14 at 02:07 AM

I Fixed the "Missing Certificate" problem, i had to use a wildcard app ID, but it's giving me errors when i try to deploy on iOS, but when i deploy to android everything is fine. It's saying "Automation to was unable to run successfully BUILD FAILED" idk what to do.

avatar image [Epic] Gribbs ♦♦ STAFF Aug 11 '14 at 08:53 PM

Hey gotgrassct,

Looking at your last comment, are you able to package the project or still unable to? Usually the 'Automation unable to run...' shows when you attempting to package.

Thanks!

avatar image gotgrassct Aug 11 '14 at 09:49 PM

I also fixed that problem too. It'll give me that error and than i'll disconnect and reconnect my phone and it'll work. But i have a new problem now. When the game installs on my phone and launches just HALF of the screen works. One side is my game and the right side is just a black screen. And also there aint no controls on the screen so i cant even move my player around. Is this due to an aspect ratio setting or something?

avatar image gotgrassct Aug 11 '14 at 11:33 PM

Whats the problem?

avatar image [Epic] Gribbs ♦♦ STAFF Aug 12 '14 at 01:13 PM

What version of UE4 are you currently running off of to deploy?

avatar image gotgrassct Aug 12 '14 at 06:26 PM

I'm running 4.4 preview. and that problem came back, its giving me an "IPP Error" something about ports?

But why am i getting half a screen when i play?

avatar image [Epic] Gribbs ♦♦ STAFF Aug 12 '14 at 06:50 PM

Would you be able to get a screen shot of the screen showing only half? I have been unsuccessful with a reproduction nor has anything been previously entered as a bug. Is there any easily way to reproduce this? Any information would be greatly appreciated.

Thanks!

avatar image [Epic] Gribbs ♦♦ STAFF Aug 13 '14 at 03:01 PM

Hey gotgrassct,

Would you be able to provide your DXdiag and log files on the project that you are attempting to package? Also, When you try to package, do you see failed anytime in the first couple of lines of command text? I have placed a bug into our database about not being able to package for the first couple of attempts. if it fails, I completely close out the command window and then attempt to redeploy until I see success and no fails.

avatar image gotgrassct Aug 13 '14 at 06:08 PM

alt text

Heres what it looks like everytime I launch the game on my iPhone

img_5611[1].jpg (36.9 kB)
avatar image [Epic] Gribbs ♦♦ STAFF Aug 13 '14 at 04:15 PM

I went and looked into our bug database for any information on iOS deployment. Would you be experiencing any issues with the IPA causing distributable failure?

avatar image gotgrassct Aug 13 '14 at 05:45 PM

Thats exactly whats happening to me. I would try to deploy and it would fail, but i would keep trying and its able to deploy on my iPhone and install, and when i launch the game i get half a screen with no controls. I'll send u the screenshot now

avatar image [Epic] Gribbs ♦♦ STAFF Aug 13 '14 at 06:17 PM

The fix for the issue has been implemented into a future build. I am unsure as to when the build will be released at this time but it should be very soon. I am going to leave this issue open for the time being but will address this once again when I see that that build has been released.

Thanks for your patience!

avatar image gotgrassct Aug 13 '14 at 09:30 PM

is there any way we can fix this problem now? I can't even test my iOS Games. many other people have success in testing their games on windows but why am I getting half a screen? thank you so much though for fixing this problem in the next build I can't wait till it comes out.

avatar image [Epic] Gribbs ♦♦ STAFF Aug 15 '14 at 12:17 PM

Howdy gotgrassct,

Just wanted to check in with you and see if the issue is still present since 4.4 has been released. There has been many fixes with mobile deployment so I just wanted to check in with you.

Thanks!

avatar image gotgrassct Aug 16 '14 at 03:03 PM

I havent got a chance to use it my internets been kinda slow, i'll let u know if it works when i get my hands on it. I'm so excited to use it. Thanks, sean.

avatar image gotgrassct Aug 17 '14 at 03:01 AM

i'm getting this error when trying to deploy: IPhonePackager: IPP ERROR: Error while executing command: System.IO.IOException: AFCFileRefOpen failed with error 7

avatar image [Epic] Gribbs ♦♦ STAFF Aug 18 '14 at 01:28 PM

Have you attempted to deploy the packaged game to your iOS device using iTunes?

If you have not, you should be able take the packaged project, drag it into the Apps library of iTunes and then click, drag, and drop it onto the device you wish to deploy to in the iTunes menu. Please let me know if you have tried this method previously.

Thanks!

avatar image gotgrassct Aug 18 '14 at 04:10 PM

When i deploy its now saying "IPP ERROR: cannot connect to the file specified" or something like that. After it fails though i can just go into iPhone packager and install the IPA That failed to deploy on my device and it works fine. But when i use the launch button it just works like crap. It doesnt work all the time it only works sometimes. And also, i have a spotlight attached to my player as a flashlight, and it works when i play on PC, but when its on iPhone the spotlight dont work and the lighting is weird and the game looks pretty low resolution. How can i fix that?

avatar image [Epic] Gribbs ♦♦ STAFF Aug 19 '14 at 04:14 PM

Hey gotgrassct,

Sorry to keep you waiting. What are the exact issue you are having currently? It seems like you are able to package and deploy. You are just having trouble with half of the screen working and the flashlight not working correctly? Is this correct? Any information would be greatly appreciated.

Thanks!

avatar image gotgrassct Aug 19 '14 at 09:37 PM

The screen is fixed, it's full resolution. I'm just having problems with my flashlight on iOS. I Just want the flashlight to work normally. iOS Only supports Static spotlights, when i make it static my camera don't move lol The spotlight is attached to the camera. How can i get a spotlight and use it as a flashlight for iOS?

avatar image [Epic] Gribbs ♦♦ STAFF Aug 20 '14 at 07:16 PM

Hey gotgrassct,

At this time, due to device limitations, movable lights can not be used, as you have figured out. When using Static lights, you can not attach it to a character and camera and move around. The light, being static, causes the character to be anchored to the ground.

As for this issue, This link may help you with how you can setup a material that can be used as a light: https://forums.unrealengine.com/showthread.php?27309-Moving-light-sources-on-mobile

Let me know if this solves your issue. Thanks!

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2 answers: sort voted first

(EDIT sorry this was meant to be a comment and when I try to change it, it stays stuck as an answer)

UE4.4 final I am still having this issue.

I get a Build Succeeded then right at the end this..

 LogPlayLevel:Display: env: === BUILD TARGET UE4CmdLineRun OF PROJECT Mobile_IOS WITH CONFIGURATION Development ===
 LogPlayLevel:Display: env:
 LogPlayLevel:Display: env: Check dependencies
 LogPlayLevel:Display: env: Code Sign error: Multiple matching codesigning identities found: Multiple codesigning identities (i.e. certificate and private key pairs) matching ???iPhone Developer??? were found.
 LogPlayLevel:Display: env: CodeSign error: code signing is required for product type 'Unit Test Bundle' in SDK 'iOS 8.0'
 LogPlayLevel:Display: env:
 LogPlayLevel:Display: env: === BUILD TARGET UE4Game - iOS OF PROJECT Mobile_IOS WITH CONFIGURATION Development ===
 LogPlayLevel:Display: env: Check dependencies
 LogPlayLevel:Display: env: 2014-08-18 22:46:42.316 xcodebuild[26357:4234589]  DeveloperPortal: Using pre-existing current store at URL (file:///Users/myuser/Library/Developer/Xcode/DeveloperPortal%206.0.db).
 LogPlayLevel:Display: env:
 LogPlayLevel:Display: env:
 LogPlayLevel:Display: env: Testing failed:
 LogPlayLevel:Display: env:    Multiple matching codesigning identities found: Multiple codesigning identities (i.e. certificate and private key pairs) matching ???iPhone Developer??? were found.
 LogPlayLevel:Display: env:    CodeSign error: code signing is required for product type 'Unit Test Bundle' in SDK 'iOS 8.0'
 LogPlayLevel:Display: env: ** TEST FAILED **
 LogPlayLevel:Display: env:
 LogPlayLevel:Display: env:
 LogPlayLevel:Display: env: The following build commands failed:
 LogPlayLevel:Display: env:    Check dependencies
 LogPlayLevel:Display: env: (1 failure)
 LogPlayLevel:Display: InternalUtils.SafeFindFiles: SafeFindFiles /var/folders/w2/82kx2hfx7x53pkbkdcsk2v980000gq/T/+Users+Shared+UnrealEngine+4.4/Logs * False
 LogPlayLevel:Display: InternalUtils.FindFiles: FindFiles /var/folders/w2/82kx2hfx7x53pkbkdcsk2v980000gq/T/+Users+Shared+UnrealEngine+4.4/Logs * False
 LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
 LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
 LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationScripts.Automation: Client exited with error code: 65
 LogPlayLevel:Display: Stacktrace:   at Project.RunStandaloneClient (System.Collections.Generic.List`1 DeployContextList, System.String ClientLogFile, ERunOptions ClientRunFlags, System.String ClientApp, System.String ClientCmdLine, AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
 LogPlayLevel:Display:   at Project.RunInternal (AutomationTool.ProjectParams Params, System.String ServerLogFile, System.String ClientLogFile) [0x00000] in <filename unknown>:0
 LogPlayLevel:Display:   at Project.Run (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
 LogPlayLevel:Display: Program.Main: ERROR: Client exited with error code: 65
 LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
 LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
 LogPlayLevel:Display: Domain_ProcessExit
 LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
 LogPlayLevel:Display: RunUAT ERROR: AutomationTool was unable to run successfully.

This is with latest 10.10 and iOS8. I can load up the Xcode project and hit run and it builds and deploys fine with no errors or provisioning problems.

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answered Aug 18 '14 at 12:54 PM

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Anadin
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avatar image [Epic] Gribbs ♦♦ STAFF Aug 19 '14 at 06:25 PM

Howdy Anadin,

Currently we do not support 10.10 or iOS8 due to the fact that they are in experimental beta stages and have not been fully released yet.

Thank you for your report for the build fail!

avatar image gotgrassct Aug 26 '14 at 10:22 AM

Still can't deploy to iPhone... i only could package it and drop it in iTunes and install it like that.

avatar image gotgrassct Aug 26 '14 at 10:22 AM

But i could deploy to android perfectly

avatar image Vasanth Jun 24 '15 at 02:26 PM

Hello Gotgrassct, Have you solved the problem? if yes kindly help me. Thank you!

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Hey gotgrassct,

I reached out to a developer and, from their response, as of this point, Windows to iOS deployment is not fully optimized. We are currently working to fix that issue and will do so over future releases. The iTunes deployment route that you are currently using is the most reliable way to deploy. I am unsure as to when the deployment will be fully functional but with each build we get a bit closer.

Thanks for your patience and have a great day!

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answered Aug 26 '14 at 05:40 PM

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[Epic] Gribbs ♦♦ STAFF
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