Remote Building a C++ Project for iOS with a Mac Mini

IPP ERROR: RPCCommand MakeApp failed with return code Error_RemoteCertificatesNotFound

As a follow up to a previous article in which we launched a Blueprint only project with a Mac Mini, this time it’s about packaging C++ projects as well. It actually just takes one more step, though, breathe easy.

The error code above pretty much tells the truth. I read through some old forum posts and had to make two changes to my original “Just doubleclick it” approach. The certificate apparently has to be located in the System Keychain (not the login one), plus it has its access rights to be removed.

 

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Launch an ARKit Project from Windows with a Mac Mini

PackagingResults: Error: Deployment failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

Now, that took me some time to figure, albeit it’s easier than you might think.

 

Idea:

I’ve got a Mac Mini in my local network which I wanted to use to compile iOS Projects from my Windows PC, since – as you know – for certain plugins likeĀ ARKit orĀ Location Services being involved you’ll need XCode to do the job of packaging. The reason is quite simple: Windows cannot work with the binaries required to access these features on an iOS device.
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Dynamically changing the intensity of a Point Light

 

For quite some time I was off the idea that dynamically changing the brightness / intensity of a Light Actor wouldn’t work on mobiles. This aside, I set up a quick PoC (Proof of Concept) to toggle a light between two intensities, with a little flickering in it to make it.. I don’t know, I just liked the idea of a timeline in this flow.

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