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sleeptightAnsiC avatar sleeptightAnsiC commented on September 15, 2024

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.

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sleeptightAnsiC avatar sleeptightAnsiC commented on September 15, 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

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BTripp1986 avatar BTripp1986 commented on September 15, 2024

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.

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sleeptightAnsiC avatar sleeptightAnsiC commented on September 15, 2024

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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