Exit code 138 when packaging a UE5.5.4 app for iOS with cesium plugin

UATHelper: Packaging (IOS): ---- Starting trace ----
UATHelper: Packaging (IOS): UbaSessionServer - Disable remote execution (remote sessions will finish current processes)
UATHelper: Packaging (IOS): ------ Building 4 action(s) started ------
UATHelper: Packaging (IOS): Took 12.24s to run dotnet, ExitCode=138
UATHelper: Packaging (IOS): UnrealBuildTool failed. See log for more details. s
UATHelper: Packaging (IOS): AutomationTool executed for 0h 0m 23s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=138 (138)
UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 138
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 138
LogStreaming: Display: FlushAsyncLoading(411): 1 QueuedPackages, 0 AsyncPackages
PackagingResults: Error: Unknown Error

Hi @jppaceman, welcome to the community!

I’m not sure what’s going on from a glance, but it would help to have more information. Could you share with us:

  • Your Cesium for Unreal plugin version (check the lower right corner of the Cesium editor panel)
  • How you installed the plugin. Did you download from Fab, or did you download it from Github?
  • Your XCode version
  • Any other logs or error messages that you see while packaging

Thanks in advance!

1 Like

Hi Janine,
thanks for the message
Cesium version is v2.16.1
installed via Fab store
Xcode Version 16.4 (16F6)
Im building on a macbook pro 2.6 GHz 6-Core Intel Core i7, AMD Radeon Pro 5300M 4 GB
Intel UHD Graphics 630 1536 MB, 16 GB 2667 MHz DDR4
Heres some more logs.
Thanks
Jon

LogUObjectHash: Compacting FUObjectHashTables data took 0.54ms
LogTurnkeySupport: Selected target: newproj
LogLauncherProfile: Unable to use promoted target - ../../../../../..//spring/spring/UE/newproj/Binaries/IOS/newproj.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ /usr/bin/env – “/Users/Shared/Epic Games/UE_5.5/Engine/Build/BatchFiles/RunUAT.command” -ScriptsForProject=“/Users//spring/spring/UE/newproj/newproj.uproject” Turnkey -command=VerifySdk -platform=IOS -UpdateIfNeeded -EditorIO -EditorIOPort=59706 -project=“/Users//spring/spring/UE/newproj/newproj.uproject” BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=“/Users//spring/spring/UE/newproj/newproj.uproject” -target=newproj -unrealexe=“/Users/Shared/Epic Games/UE_5.5/Eng
ine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor” -platform=IOS -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=“/Users//spring/spring/UE/newproj” -clientconfig=Development -nocompile -nocompileuat ]
UATHelper: Packaging (IOS): Running AutomationTool…
UATHelper: Packaging (IOS): Setting up bundled DotNet SDK
UATHelper: Packaging (IOS): /Users/Shared/Epic Games/UE_5.5/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/8.0.300/mac-x64
UATHelper: Packaging (IOS): Start UAT Non-Interactively: dotnet AutomationTool.dll -ScriptsForProject=/Users//spring/spring/UE/newproj/newproj.uproject Turnkey -command=VerifySdk -platform=IOS -UpdateIfNeeded -EditorIO -EditorIOPort=59706 -project=/Users//spring/spring/UE/newproj/newproj.uproject BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=/Users//spring/spring/UE/newproj/newproj.uproject -target=newproj -unrealexe=/Users/Shared/Epic Games/UE_5.5/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor -pl
atform=IOS -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=/Users//spring/spring/UE/newproj -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (IOS): Starting AutomationTool…
UATHelper: Packaging (IOS): Parsing command line: -ScriptsForProject=/Users//spring/spring/UE/newproj/newproj.uproject Turnkey -command=VerifySdk -platform=IOS -UpdateIfNeeded -EditorIO -EditorIOPort=59706 -project=/Users//spring/spring/UE/newproj/newproj.uproject BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=/Users//spring/spring/UE/newproj/newproj.uproject -target=newproj -unrealexe=“/Users/Shared/Epic Games/UE_5.5/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor” -platform=IOS -installed -stage -a
rchive -package -build -pak -iostore -compressed -prereqs -archivedirectory=/Users/jonathangregory/spring/spring/UE/newproj -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (IOS): Initializing script modules…
UATHelper: Packaging (IOS): Total script module initialization time: 0.42 s.
UATHelper: Packaging (IOS): Using /Users/Shared/Epic Games/UE_5.5/Engine/Binaries/ThirdParty/DotNet/8.0.300/mac-x64/dotnet
UATHelper: Packaging (IOS): Executing commands…
UATHelper: Packaging (IOS): Installed Sdk validity:
UATHelper: Packaging (IOS): IOS: (Status=Valid, MinAllowed_Sdk=15.2.0, MaxAllowed_Sdk=16.9.0, Current_Sdk=16.4, Allowed_AutoSdk=15.2, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists”)
UATHelper: Packaging (IOS): Scanning for envvar changes…
UATHelper: Packaging (IOS): … done!
UATHelper: Packaging (IOS): Cleaning Temp Paths…
UATHelper: Packaging (IOS): BUILD SUCCESSFUL
UATHelper: Packaging (IOS): Setting up ProjectParams for /Users//spring/spring/UE/newproj/newproj.uproject
UATHelper: Packaging (IOS): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (IOS): Choosing MODERN XCODE based on .ini settings
UATHelper: Packaging (IOS): Running: /Users/Shared/Epic Games/UE_5.5/Engine/Binaries/ThirdParty/DotNet/8.0.300/mac-x64/dotnet “/Users/Shared/Epic Games/UE_5.5/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll” newproj IOS Development -Project=/Users/jonathangregory/spring/spring/UE/newproj/newproj.uproject -Manifest=/Users//spring/spring/UE/newproj/Intermediate/Build/Manifest.xml -remoteini=“/Users/jonathangregory/spring/spring/UE/newproj” -skipdeploy -log=“/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBA-newproj-IOS-Development.txt”
UATHelper: Packaging (IOS): Log file: /Users/jonathangregory/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-newproj-IOS-Development.txt
UATHelper: Packaging (IOS): Creating makefile for newproj (manifest ‘/Users/spring/spring/UE/newproj/Intermediate/Build/Manifest.xml’ not found)
UATHelper: Packaging (IOS): Choosing MODERN XCODE based on .ini settings
UATHelper: Packaging (IOS): Compiling against OS Version 15.0 [minimum allowed at runtime]
UATHelper: Packaging (IOS): Compiling with iPhoneOS SDK 18.5
UATHelper: Packaging (IOS): Writing manifest to /Users/spring/spring/UE/newproj/Intermediate/Build/Manifest.xml
UATHelper: Packaging (IOS): Building newproj…
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): Using Unreal Build Accelerator local executor to run 4 action(s)
UATHelper: Packaging (IOS): Storage capacity 40Gb
UATHelper: Packaging (IOS): ---- Starting trace ----
UATHelper: Packaging (IOS): UbaSessionServer - Disable remote execution (remote sessions will finish current processes)
UATHelper: Packaging (IOS): ------ Building 4 action(s) started ------
UATHelper: Packaging (IOS): Took 5.85s to run dotnet, ExitCode=138
UATHelper: Packaging (IOS): UnrealBuildTool failed. See log for more details. (/Users/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-newproj-IOS-Development.txt)
UATHelper: Packaging (IOS): AutomationTool executed for 0h 0m 11s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=138 (138)
UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 138
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 138
PackagingResults: Error: Unknown Error

Separately, is there a known config of hardware, Xcode, cesium and UE versions that is recommended for building iOS projects?

Hi @jppaceman,

Sorry for the delay, and thank you for getting that detailed information to us.

We released a new version of Cesium for Unreal yesterday, which included some changes to the libraries we produce. Could you check if you see any different results on this new version? If not, that’s still a useful data point for us as we triage this. We’ll have to ask a team member to attempt the build in their environment and figure out what’s wrong.

Separately, is there a known config of hardware, Xcode, cesium and UE versions that is recommended for building iOS projects?

We do build for iOS on our Github Actions under our “Apple” job. Perhaps the output here will be helpful?