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UE 4.20.2 HandheldAR template with remote mac server failed to launch.

Has anyone experience this issue yet?

My launch will throw an error:

 LogPlayLevel: Setting up ProjectParams for D:\unreal\projects\SimpleHandheldAR\SimpleHandheldAR.uproject
 LogPlayLevel: ********** STAGE COMMAND STARTED **********
 LogPlayLevel: Creating UE4CommandLine.txt
 LogPlayLevel: Creating Staging Manifest...
 LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.251035
 LogPlayLevel: CookPlat IOS, this IOSPlatform
 LogPlayLevel: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\unreal\projects\SimpleHandheldAR\Binaries\IOS\SimpleHandheldAR.target'.
 LogPlayLevel:           at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
 LogPlayLevel:           at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
 LogPlayLevel:           at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
 LogPlayLevel:           at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
 LogPlayLevel:           at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
 LogPlayLevel:           at Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
 LogPlayLevel:           at UnrealBuildTool.TargetReceipt.Read(FileReference Location, DirectoryReference EngineDir, DirectoryReference ProjectDir) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\TargetReceipt.cs:line 485
 LogPlayLevel:           at UnrealBuildTool.UEDeployIOS.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, String ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, String InEngineDir, String AppDirectory, FileReference BuildRecieptFileName, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape, Boolean& bSkip
 Icons) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\UEDeployIOS.cs:line 737
 LogPlayLevel:           at UnrealBuildTool.IOSExports.GeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, FileReference BuildReceiptFileName, Boolean& bSupportsPortrait, Boolean&
  bSupportsLandscape, Boolean& bSkipIcons) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSExports.cs:line 112
 LogPlayLevel:           at IOSPlatform.DeployGeneratePList(FileReference ProjectFile, UnrealTargetConfiguration Config, DirectoryReference ProjectDirectory, Boolean bIsUE4Game, String GameName, String ProjectName, DirectoryReference InEngineDir, DirectoryReference AppDirectory, String InExecutablePath, Boolean& bSupportsPortrait, Boolean& bSupportsLandscape,
  Boolean& bSkipIcons) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\IOS\IOSPlatform.Automation.cs:line 262
 LogPlayLevel:           at IOSPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\IOS\IOSPlatform.Automation.cs:line 919
 LogPlayLevel:           at Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 406
 LogPlayLevel:           at Project.CopyBuildToStagingDirectory(ProjectParams Params) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 2646
 LogPlayLevel:           at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 219
 LogPlayLevel:           at BuildCookRun.ExecuteBuild() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
 LogPlayLevel:           at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 112
 LogPlayLevel:           at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 562
 LogPlayLevel:           at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 532
 LogPlayLevel:           at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 174
 LogPlayLevel:           at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__0() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 100
 LogPlayLevel:           at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 725
 LogPlayLevel:           at AutomationTool.Program.Main() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\AutomationTool\Program.cs:line 100
 LogPlayLevel:        (see C:\Users\nelson.lim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt for full exception trace)
 LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
 LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000041
 LogPlayLevel: BUILD FAILED
 PackagingResults: Error: Deployment failed! Unknown Error

I have my remote mac server setup without error. It is setup to utilise XCode 10 beta 6.

I have no problem deploying a blue print first person template project (I'm assuming because it is blue print it doesn't actually use the mac remote server) onto an iPhone 7 plus running iOS 12. So that means that my iOS certificates and provisioning profile are good.

I was also able to successfully deploy the HandheldAR template project directly from the mac to the iPhone. So the project settings itself has no issues.

Anyone has been successfully at remotely compiling a handheldAR project template from windows to an iOS 12 device with a remote mac server?

Attached logs here

Product Version: UE 4.20
Tags:
logs.txt (79.6 kB)
more ▼

asked Aug 29 '18 at 06:19 PM in Packaging & Deployment

avatar image

Nelson Lim
1 1 2

avatar image zznewclear13 Sep 05 '18 at 09:28 PM

Same here, I named my project as ARtest. It turned out missing \Unreal Projects\ARtest\Binaries\IOS\ARtest.target. I used a blank template with ARkit plugin. Surely there isn't any files as ARtest.target, and I don't even know how to create that.

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