LogPlayLevel: Completed Launch On Stage: Build Task, Time: 20.779392 LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
(C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26-IOS-Development.txt) LogPlayLevel: Took 21.2652808s to run UnrealBuildTool.exe, ExitCode=5
#Game remote for mac code#
LogPlayLevel: Error: ERROR: Unable to download 'C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26-IOS-Development_Remote.txt' from the remote Mac (exit code 23). LogPlayLevel: Error: rsync error: some files/attrs were not transferred (see previous errors) (code 23) at /home/lapo/packaging/rsync-3.0.4-1/src/rsync-3.0.4/main.c(1506) LogPlayLevel: rsync: link_stat "/Users//UE4/Builds//C/Users//AppData/Roaming/Unreal_Engine/AutomationTool/Logs/C+Program+Files+Epic+Games+UE_4.26/-IOS-Development_Remote.txt" failed: No such file or directory (2) LogPlayLevel: Downloading C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26-IOS-Development_Remote.txt LogPlayLevel: zsh:1: no matches found: -ini:Game::BlueprintNativizationMethod=Disabled LogPlayLevel: zsh:1: no matches found: /Users//UE4/Builds//C/Users//Documents/Unreal_Projects//Intermediate/TVOS/*.plist LogPlayLevel: zsh:1: no matches found: /Users//UE4/Builds//C/Users//Documents/Unreal_Projects//Intermediate/IOS/*.plist LogPlayLevel: zsh:1: no matches found: /Users//UE4/Builds//C/Program_Files/Epic_Games/UE_4.26/Engine/Intermediate/TVOS/*.plist LogPlayLevel: zsh:1: no matches found: /Users//UE4/Builds//C/Program_Files/Epic_Games/UE_4.26/Engine/Intermediate/IOS/*.plist If this happens, the output logs will contain the zsh and rsync errors similar to the following: Setting Bash as the Default Shell Scripting Language on Your Mac (4.26 and Earlier)Īs of January 2021, Apple has changed the default shell scripting language from to zsh, which sometimes creates errors launching Unreal Engine builds on iOS. Once you have set up your Mac to create builds for your project, you should run a build directly on that machine at least once to ensure that it works before proceeding to the next section. However, if you add C++ code to your project in the future, you will need to follow the steps on this page.
Instead, you can use your Windows machine to create your iOS build directly, provided that you have set up your iOS developer certificate and provision profile in the editor.
#Game remote for mac full#
If you are creating a Blueprint-only iOS project, you do not need to use the full remote-build process detailed in the sections below. This guide will walk you through this process. This requires you to allow incoming SSH connections on your Mac, and then you need to set up the SSH key and credentials to access the Mac on your Windows machine.
#Game remote for mac Pc#
However, for teams that primarily use Windows machines, Unreal Engine 4 (UE4) can establish an SSH connection between a Windows PC and a Mac to create iOS builds remotely. In order to understand and use the content on this page, make sure you are familiar with the following topics:Ĭreating a signed build for iOS requires a Mac and an Apple Developer account.