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No .ipa file built in Binaries/ #52

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BTripp1986 opened this issue Dec 15, 2022 · 4 comments
Open

No .ipa file built in Binaries/ #52

BTripp1986 opened this issue Dec 15, 2022 · 4 comments

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@BTripp1986
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I am using a mac machine, trying to package for IOS. Using UE v4.27.2

When I package via the UE4 GUI there is a file created in myproject/Binaries/IOS/ name Distro_myproject-Shipping.ipa

If I run the ue4cli with the following command ue4 package Shipping -platform=IOS -archivedirectory=<my-archive-dir> -distribution the command will fail if the myproject/Binaries/IOS/Distro_myproject-Shipping.ipa file has not already been created. If I remove that file, the ue4cli package command will fail at the final "ARCHIVE COMMAND STARTED" step with an error message saying that the file is missing.

I tried to use the ue4 build command, hoping that would generate the required .ipa file, but I get a message saying "Pure Blueprint project. Nothing to build"

I'm trying to automate the packaging and distribution of our IOS app created with UE, but I can't do that because this file is not created. How can I create this file with ue4cli?

@sleeptightAnsiC
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Hard to tell what's going on without logs. Most likely some flag related to IOS SDK is missing.
This is currently handled by UnrealManagerBase::packageProject, there is no special override for MacOS/Darwin.

TODO:
It would be great to grab a log showing successful IOS packaging from the Editor and compare flags that were used there.

@sleeptightAnsiC
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sleeptightAnsiC commented Mar 12, 2024

NOTE:
Perhaps, packaging on MacOS requires RunUAT MakeIPA to be run before starting the process.
For reference, running RunUAT -List will show this mac-specific automations:

  IOS.Automation:
    ExportIPAFromArchive
    MakeIPA
    WriteIniValueToPlist

@BTripp1986
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Hard to tell what's going on without logs. Most likely some flag related to IOS SDK is missing. This is currently handled by UnrealManagerBase::packageProject, there is no special override for MacOS/Darwin.

TODO: It would be great to grab a log showing successful IOS packaging from the Editor and compare flags that were used there.

I will not be able to provide any logs. I was working with UE for a very brief time on a previous project but I am no longer working with UE. Sorry that I can't be more help. Please feel free to close this issue if appropriate.

@sleeptightAnsiC
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No worries @BTripp1986 !

Please, do not close this issue. It seems like a valid use case and threatening problem.
I currently don't have working MacOS setup, so can't address it right now but we most likely need another call to RunUAT MakeIPA or RunUAT ExportIPAFromArchive before starting a packaging process.

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