AppLovin / AppLovin-MAX-Unreal

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Packing failed when trying to incorporate instructions from prepare mediation network page (META & Applovin SDK & Adapters) for IOS, developing on Mac #21

Closed appandgametech closed 1 year ago

appandgametech commented 1 year ago

MAX Plugin Version

1.4.1-Applovin

Unreal Engine Version

5.1.1

Device/Platform Info

IOS 16.3.1

Current Behavior

HI there, I've documented all my steps I took while having the following issues while following instructions to prepare mediation networks page.

When I package my game for iOS im getting error in ue stating that
warning: directory not found for option '-F/Volumes/SSD1/Users/caataiwi/Library/Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/AppLovinMediationFacebookAdapter/AppLovinMediationFacebookAdapter.embeddedframework' UATHelper: Packaging (IOS): ld: framework not found AppLovinMediationFacebookAdapter UATHelper: Packaging (IOS): clang: error: linker command failed with exit code 1 (use -v to see invocation)

I checked the directory it's looking for the mediationfacebook adapter, and as you can see in the screenshot below its there, but im not finding it. Can someone help me with this please to see why im getting error and build failed.

image

I do want to add that on step 3 when I ran "Run install_adapters.py to download the adapters." it installed a zip file that was empty, when I tried to click it I said can't open because its empty, so I ended up downloading from you site manually and zipping it up. Here is the zip in screenshot below that I replaced the original zip folder that was generated .

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this is the download on your site where I got that file from. see screenshot below

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I also went to facebooks developer site to download the meta audience network sdk, but I when I ran into the first issue, I decided to leave that step out for now so I can isolate each problem im having, ie resolving one issue first.

Expected Behavior

Game should package successfully with applovin and Facebook mediation sdk and adapters.

How to Reproduce

While following instructions to prepare mediation networks in the following page (https://dash.applovin.com/documentation/mediation/unreal/mediation-adapters) I am encountering a few issues. The screenshot below is the steps I'll be following in my guide here:

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1. In a terminal, I followed instructions and went to the folder to the Source/ThirdParty/IOS/Adapters/ directory in the plugin. 2. While following instructions (Create a Podfile in that directory for the adapters you want to integrate.) I created PodFile and stored it in the directory.

I placed my pod file that I created in this directory , screenshot below:

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Screenshot below of what I put in my pod file:

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3. I clicked Run install_adapters.py to download the adapters. Here is screenshot below of the step I took:

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While running install_adapters.py terminal comes up and I get the following results in terminal

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4. This is where I will run into my first issue. When I package unreal engine, I get an error stating that the zip file im stating here is empty. Here is the steps and what I did in step 4. While following the instructions to "Copy the build rules generated by install_adapters.py into AppLovinMAX.Build.cs." During this step I have placed the build rules into my AppLovinMax.Build.cs file. see screenshot below box.

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5.

Downloaded the META adapter for mediation. see screenshot

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6 With the download above, I downloaded to my downloads folder, as in the screenshot, and renamed and zipped it to my Plugins..../IOS folder.

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When I build my package I get this error

`

UATHelper: Packaging (IOS): [Upgrade] UATHelper: Packaging (IOS): Determining max actions to execute in parallel (6 physical cores, 12 logical cores) UATHelper: Packaging (IOS): Executing up to 6 processes, one per physical core UATHelper: Packaging (IOS): Requested 1.5 GB free memory per action, 5.77 GB available: limiting max parallel actions to 3 UATHelper: Packaging (IOS): Building 9 actions with 3 processes... UATHelper: Packaging (IOS): [1/9] Compile MyClass.cpp UATHelper: Packaging (IOS): [2/9] Compile ReadyPlayer.cpp UATHelper: Packaging (IOS): [3/9] Compile Module.AppLovinMAX.cpp UATHelper: Packaging (IOS): [4/9] sh /Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping UATHelper: Packaging (IOS): ld: framework not found AppLovinMediationFacebookAdapter UATHelper: Packaging (IOS): clang: error: linker command failed with exit code 1 (use -v to see invocation) UATHelper: Packaging (IOS): [5/9] sh -c "rm -rf \"/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping.dSYM\"; \"/usr/bin/dsymutil\" \"/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping\" -f -o \"/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping.dSYM\"" cancelled UATHelper: Packaging (IOS): [6/9] sh Stripping symbols from /Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping cancelled UATHelper: Packaging (IOS): [7/9] xcrun actool --output-format human-readable-text --notices --warnings --output-partial-info-plist "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Intermediate/IOS/Resources/assetcatalog_generated_info.plist" --app-icon AppIcon --product-type com.apple.product-type.application --target-device iphone --target-device ipad --minimum-deployment-target 15.0 --platform iphoneos --enable-on-demand-resources YES --compile "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/Payload/ReadyPlayer.app" "/Use rs/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Intermediate/IOS/Resources/Assets.xcassets" cancelled UATHelper: Packaging (IOS): [8/9] IOSPostBuildSync Executing PostBuildSync cancelled UATHelper: Packaging (IOS): [9/9] WriteMetadata ReadyPlayer-IOS-Shipping.target cancelled PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation) UATHelper: Packaging (IOS): Took 32.157023s to run dotnet, ExitCode=6 UATHelper: Packaging (IOS): UnrealBuildTool failed. See log for more details. (/Users/caataiwi/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-ReadyPlayer-IOS-Shipping.txt) UATHelper: Packaging (IOS): AutomationTool executed for 0h 0m 35s UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error LogDerivedDataCache: /Users/caataiwi/Library/Application Support/Epic/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:02:09.093 and deleted 533 files with total size 55 MiB. Scanned 87254 files in 42330 folders with total size 6201 MiB.`

Additional Info

Please let me know if you need any additional info, I know this is a lot, so I would be happy to make a video listing the steps I took, or if you need me to hop on a call. please let me know if there is anything else I can do or any more info I need to provide. Thanks in advance for your time and consideration.

No response

ritamsarmah commented 1 year ago

Hi @appandgametech, thanks for sharing a detailed write-up on the issue. I'll try out your steps and get back to you.

appandgametech commented 1 year ago

Hello again @ritamsarmah long time no talk to. I think we talked on my old account. Thanks for all the help you provided me in the past, you helped me fix my previous issue with this plugin. look forward to working with you on this. Let me know if you need my project or any other details.

ritamsarmah commented 1 year ago

Hey, nice to talk with you again! Looks like the issue is caused by our switch to a different distribution format for adapters that is no longer compatible with Unreal Engine. I'm testing an updated script and will report back when we have something working!

ritamsarmah commented 1 year ago

Hi @appandgametech, I've included an updated script and build rules in this branch. Could you try copying over the following files into your project and running the script again?

AppLovinMAXDemo/Plugins/AppLovinMAX/Source/AppLovinMAX/AppLovinMAX.Build.cs AppLovinMAXDemo/Plugins/AppLovinMAX/Source/ThirdParty/IOS/Adapters/install_adapters.py

They should hopefully include some clearer integration steps. Let me know if you have any questions or issues.

ritamsarmah commented 1 year ago

Hi @appandgametech, just wanted to follow up to see if you had a chance to try out the new script and build rules?

ritamsarmah commented 1 year ago

This issue has been fixed with https://github.com/AppLovin/AppLovin-MAX-Unreal/pull/22