![]() LogPlayLevel: Running: mono “/Users/Shared/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe” AR IOS Development -Project=/Users//Desktop/AR/AR.uproject /Users//Desktop/AR/AR.uproject -NoUBTMakefiles -remoteini=“/Users//Desktop/AR” -skipdeploy -ini:Game::BlueprintNativizationMethod=Di ![]() LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.581737 I have tried an empty project, the ar kit sample and the face ar sample to no avail. Keep hitting a wall, have tried everything, this is the error I’m getting:Īfter following several guides on launching to ios I still cannot get it working. ![]() I have been trying to get launching to an iphone working for a week now. You can cut down compile times with a shared folder in your local network set as an Derived Data Cache ( Derived Data Cache | Unreal Engine Documentation) All files compiled for iOS will then be shared by PC and Mac, no need to compile these again. The Mac should create these by itself when the project opens. Leave /Binaries /Build /Saves and /Intermediate. some folders are locally compiled for windows and not usable for mac. Important: don’t copy the whole project folder. Transfer the project by using a version control Cloud like bitbucket (should be done anyway HTF do I? Basic Source Control in Unreal Engine 4 ( UE4 ) - YouTube ) or have a shared folder in the local network. ![]() Working on your PC and only packaging on a Macbook Air might be a solution to get startet.įorget about emailing your project, that’s too much data and easy to loose track. I’m relatively fine on a 15" MacBookPro, but a Macbook Air would be crawling and slow you down. The UE4 editor can distinguish between different ios devices, package and deploy to the device over Wifi and Xcode can show an output log, while the game is being played. When even in an UE4 live stream on youtube, one of epic’s staffs says they switched to mac, because packaging iOS from windows is too much of a pain, that says a lot… Quite tedious pseudo-solution, even if it works for some people. Simple things like an empty space in the windows user name and nothing works. Instead of asking a specific question I have a couple of more general questions I am hoping some of you could help me out with.ġ.How much easier is the process in general if done on a mac laptop instead of a windows pc? Could I email my project from my windows pc to a macbook air, open the project on the mac and then do the packaging, certificates, keys, provisions, xcode from there? Or does it make much a difference?Ģ.If I continue down the rabbit hole on windows, how necessary is a remote build and xcode from a mac in the cloud? Does anybody do this without a remote build? The one time I actually got an iOS package out of unreal it was without a remote build and xcode (however getting that build onto the phone via iphonepackager fails and I haven’t been able to duplicate the successful package, it just randomly packaged successfully from the editor one time and one time only).ģ.Is packaging to android easier then iphone? Should I just pick up an android for beta purposes and go into troubleshooting abyss with apple only when I am completely ready to distribute? Long story short I am having one hell of a difficult time getting the puzzle game template packaged to iphone from my pc.
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