UE4.7 after the formal source free, just recently work is also doing this part, UE4 official document Although there is a part of the iOS platform information, it is only through the editor to publish or preview a class, but the hand-tour programmers know that some CPU and GPU performance debugging is unavoidable, so it is necessary to use Xcode to run the real machine 。 This u3d still more considerate than UE4, the release of the automatically generated Xcode project, and UE4 this aspect of the official still do not have a reasonable process or document. Here's how to share my process at 4.7 and the solution to the problem.
First you need to download the ue4 source from GitHub or elsewhere, and if it is on GitHub, run Setup.command to download the dependent libraries and resources, as shown in. Then run Generally..command to generate Ue4.xcodeproj and click into Xcode project. After entering XOCDE, you need to build two things, one is Ue4editor-mac, one is Ue4game-mac, the former is useless, the latter in your package is useful, if not will in the packaging times wrong failure. Then it is important that you change your scheme from debug to development, and if you do not, one is to compile a project called Ue4game-xx-debug instead of a package call.Ue4game. You might be able to rename it manually, but this method works at 4.5, but at 4.7 there is an error, which is said later. (Note 1 is-mac also to choose), and then compile and run Ue4editor, after startup or choose to create suntemple This relatively classic works well. Here can first package Project->ios, will let you choose to pack the location, and Suntemple put together,, if you set up in front of the correct words should be shown in the log will be successful in an IPA package. Then after you refresh Xcode project, you will have a project that builds a Xcode, open it on the project side, or choose open Xcode in the editor to launch and debug the project in Xcode. Here Ue4game-ios Alsoto change to development .Otherwise, just like this in the run-time crash in Loadmap, for the reasons who want to understand also please let me know. Correct, you can debug through the GPU capture frame, the developer account configuration can refer to the official documents. Another problem is that when you start the first time, Xcode pops up a similar message, so don't click OK to close it. Instead, go to the iOS device and find your newly installed app icon. When you click on the icon, it will pop up a dialog box to trust the developer, click on the trust and click OK to go online debugging.
UE4.7 issues related to iOS publishing and debugging