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IOS Packaging error: Undefined symbols for architecture arm64:

Hello, I'm attempting to package my game for iOS. It uses Photon Real-time c++ SDK, While packaging I get the following errors :

ProcessResult.StdErr: Undefined symbols for architecture arm64: ProcessResult.StdErr: "ExitGames::LoadBalancing::RoomOptions::RoomOptions(bool, bool, unsigned char, ExitGames::Common::Hashtable const&, ExitGames::Common::JVector const&, ExitGames::Common::JString const&, unsigned char, int, int, bool, ExitGames::Common::JVector const*, bool, unsigned char)", referenced from:

ProcessResult.StdErr: LoadBalancingListener::createRoom(FString) in LoadBalancingListener.cpp.o

ProcessResult.StdErr: "ExitGames::LoadBalancing::Client::Client(ExitGames::LoadBalancing::Listener&, ExitGames::Common::JString const&, ExitGames::Common::JString const&, unsigned char, bool, unsigned char, bool)", referenced from:

ProcessResult.StdErr: UPhotonTest::BeginPlay() in PhotonTest.cpp.o

ProcessResult.StdErr: ld: symbol(s) not found for architecture arm64

ProcessResult.StdErr: clang: error: linker command failed with exit code 1 (use -v to see invocation)

ProcessResult.StdErr: ERROR: UBT ERROR: Failed to produce item: /Users/master/Desktop/game/Binaries/IOS/gameone

ProcessResult.StdErr: Total build time: 1736.19 seconds (Local executor: 0.00 seconds)

CommandUtils.Run: Took 1736.975178s to run mono, ExitCode=5

The code compiles correctly in xcode and the editor opens up. But when packaging for iOS, the above errors are returned. Game packages for android in the windows system

Unreal engine veriosn : 4.18.1
Photon SDK version: 4-1-12-0
Xcode version : Xcode 9.2

Product Version: UE 4.18
more ▼

asked Feb 15 '19 at 05:27 AM in Packaging & Deployment

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