Comments (4)
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.
from ue4cli.
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
from ue4cli.
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.
from ue4cli.
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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