Input string was not in a correct format: iOS packaging on Win

Hello,
I am not sure what happened, but since a few days ago I can’t package for iOS on Windows, receiving the following error:
ERROR: System.FormatException: Input string was not in a correct format.

Tried everything that I found on the internet, making sure that the language is the same both on mac and windows but still can’t get rid of this error. I also re-installed both UE and XCODE, made new project from the AR template and still doesn’t work.

It worked fine before and I don’t know what could have changed.
Pasting the full output log below.

Thanks for the help!

LogTemp: Display: Executing iPhonePackager Validate Engine -project D:/Work/AR/AR_UE2/AR_UE2.uproject -bundlename
LogTemp: Display: CWD: C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\IOS
LogTemp: Display: Initial Dir: C:\Program Files\Epic Games\UE_4.20
LogTemp: Display: Env CWD: C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\IOS
LogTemp: Display: BranchPath = ALIENWARE17/C/Program Files/Epic Games/UE_4.20/Engine/Binaries --- GameBranchPath = ALIENWARE17/C/Program Files/Epic Games/UE_4.20/Engine/Binaries
LogTemp: Display: Searching for mobile provisions that match the game 'AR_UE2' (distribution: False) with CFBundleIdentifier='' in 'C:\Users\\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/'
LogTemp: Display:   Phase 0 considering provision 'AR_UE.mobileprovision' named 'UE4  iPhone'
LogTemp: Display:   Looking for a certificate that matches the application identifier 'U58FHLMUZS.'
LogTemp: Display:   .. Provision entry SN '7CE11FA773E05ABC' matched 1 installed certificate(s)
LogTemp: Display:   .. .. Installed certificate 'iPhone Developer:  Lazar (67563BV2BT)' is valid (choosing it) (range '10/11/2018 5:45:45 PM' to '10/11/2019 5:45:45 PM')
LogTemp: Display:   Picked 'AR_UE.mobileprovision' with AppID 'U58FHLMUZS.' and Name 'UE4  iPhone' as a matching provision for the game 'AR_UE2'
LogTemp: Display:   Looking for a certificate that matches the application identifier 'U58FHLMUZS.'
LogTemp: Display:   .. Provision entry SN '7CE11FA773E05ABC' matched 1 installed certificate(s)
LogTemp: Display:   .. .. Installed certificate 'iPhone Developer:  Lazar (67563BV2BT)' is valid (choosing it) (range '10/11/2018 5:45:45 PM' to '10/11/2019 5:45:45 PM')
UATHelper: Packaging (iOS): Running AutomationTool...
UATHelper: Packaging (iOS): Parsing command line: -ScriptsForProject=D:/Work/AR/AR_UE2/AR_UE2.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=D:/Work/AR/AR_UE2/AR_UE2.uproject -cook -stage -archive -archivedirectory=D:/Work/AR/AR_UE2 -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetpla
tform=IOS -build -utf8output
UATHelper: Packaging (iOS): Setting up ProjectParams for D:\Work\AR\AR_UE2\AR_UE2.uproject
UATHelper: Packaging (iOS): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (iOS): Running: C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\DotNET\UnrealBuildTool.exe AR_UE2 IOS Development -Project=D:\Work\AR\AR_UE2\AR_UE2.uproject  D:\Work\AR\AR_UE2\AR_UE2.uproject -NoUBTMakefiles  -remoteini="D:\Work\AR\AR_UE2" -skipdeploy -noxge -generatemanifest -NoHotReload -log="C:\Users\\AppData\Roaming\Unreal E
ngine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-AR_UE2-IOS-Development.txt"
UATHelper: Packaging (iOS):   Picking the default remote server MBP
UATHelper: Packaging (iOS):   Doing date +"%s" && sysctl hw.memsize | awk '{print $2}' && sysctl hw.logicalcpu | awk '{print $2}'
UATHelper: Packaging (iOS):   Execute took 00:00:00.7530205
UATHelper: Packaging (iOS):   Remote time is 10/20/2018 1:01:06 PM, difference is -00:00:00.2890890
UATHelper: Packaging (iOS):   Doing echo $HOME
UATHelper: Packaging (iOS):   Execute took 00:00:02.3383016
UATHelper: Packaging (iOS):   Doing xcode-select --print-path
UATHelper: Packaging (iOS):   Execute took 00:00:00.5763953
UATHelper: Packaging (iOS):   Doing ls /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs
UATHelper: Packaging (iOS):   Execute took 00:00:02.3339666
UATHelper: Packaging (iOS):   Compiling with iPhoneOS SDK  on Mac MBP
UATHelper: Packaging (iOS):   ERROR: System.FormatException: Input string was not in a correct format.
UATHelper: Packaging (iOS):             at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
UATHelper: Packaging (iOS):             at System.Single.Parse(String s, IFormatProvider provider)
UATHelper: Packaging (iOS):             at UnrealBuildTool.IOSToolChainSettings..ctor(String DevicePlatformName, String SimulatorPlatformName) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSToolChain.cs:line 68
UATHelper: Packaging (iOS):             at UnrealBuildTool.IOSToolChainSettings..ctor() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSToolChain.cs:line 48
UATHelper: Packaging (iOS):             at UnrealBuildTool.IOSToolChain.<>c.<.ctor>b__1_0() in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSToolChain.cs:line 77
UATHelper: Packaging (iOS):             at System.Lazy`1.CreateValue()
UATHelper: Packaging (iOS):             at System.Lazy`1.LazyInitValue()
UATHelper: Packaging (iOS):             at UnrealBuildTool.IOSToolChain.GetCompileArguments_Global(CppCompileEnvironment CompileEnvironment) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSToolChain.cs:line 292
UATHelper: Packaging (iOS):             at UnrealBuildTool.IOSToolChain.CompileCPPFiles(CppCompileEnvironment CompileEnvironment, List`1 InputFiles, DirectoryReference OutputDir, String ModuleName, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Platform\IOS\IOSToolChain.cs:line 642
UATHelper: Packaging (iOS):             at UnrealBuildTool.UEBuildModuleCPP.CompileUnityFilesWithToolChain(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, CppCompileEnvironment ModuleCompileEnvironment, List`1 SourceFiles, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealB
uildTool\Configuration\UEBuildModuleCPP.cs:line 844
UATHelper: Packaging (iOS):             at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildMo
duleCPP.cs:line 609
UATHelper: Packaging (iOS):             at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Progr
ams\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 593
UATHelper: Packaging (iOS):             at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\C
onfiguration\UEBuildBinary.cs:line 196
UATHelper: Packaging (iOS):             at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuil
dTool\Configuration\UEBuildTarget.cs:line 2357
UATHelper: Packaging (iOS):             at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1480
UATHelper: Packaging (iOS):          (see C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-AR_UE2-IOS-Development.txt for full exception trace)
PackagingResults: Error: System.FormatException: Input string was not in a correct format.
UATHelper: Packaging (iOS): Took 10.3122718s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (iOS): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-AR_UE2-IOS-Development.txt)
UATHelper: Packaging (iOS):        (see C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt for full exception trace)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-AR_UE2-IOS-Development.txt)
UATHelper: Packaging (iOS): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (iOS): BUILD FAILED
PackagingResults: Error: Unknown Error

I’m having the same issue and I was able to deploy without any issue in the past :confused:

Hi AdrianMP,
I found a fix on my side, run the following command on your Mac
sudo xcode-select -r

It looks like something messed up the xcode paths on my side (an update maybe???). After running that command, I was able to build remotely.

I hope this helps you.