I try to build for iOS it used to work but now i get this error:
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I am using a remote macMini as builder
I will attach my UATLog maybe someone know the issue.
I try to build for iOS it used to work but now i get this error:
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I am using a remote macMini as builder
I will attach my UATLog maybe someone know the issue.
Same with UE 5.6.1 on MacOS 15.6:
LogPlayLevel: UAT: ------ Building 28 action(s) started ------ LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 29837.404297 LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 29837.601562, Update Interval: 335.537689 LogPlayLevel: UAT: [1/28] Compile [arm64] SharedPCH.Core.Project.ValApi.ValExpApi.Cpp20.h LogPlayLevel: UAT: [2/28] Compile [arm64] SharedPCH.CoreUObject.Project.ValApi.ValExpApi.Cpp20.h LogPlayLevel: UAT: [3/28] Compile [arm64] SharedPCH.Slate.Project.ValApi.ValExpApi.Cpp20.h LogPlayLevel: UAT: [4/28] Compile [arm64] SharedPCH.Engine.Project.ValApi.ValExpApi.Cpp20.h LogPlayLevel: UAT: [5/28] Compile [arm64] MyVehicleOffroadCar.cpp LogPlayLevel: UAT: [6/28] Compile [arm64] MyVehicleGameMode.cpp LogPlayLevel: UAT: [7/28] Compile [arm64] MyVehicle.cpp LogPlayLevel: UAT: [8/28] Compile [arm64] Module.MyVehicle.cpp LogPlayLevel: UAT: [9/28] Compile [arm64] MyVehicleOffroadWheelRear.cpp LogPlayLevel: UAT: [10/28] Compile [arm64] MyVehicleOffroadWheelFront.cpp LogPlayLevel: UAT: [11/28] Compile [arm64] MyVehiclePawn.cpp LogPlayLevel: UAT: [12/28] Compile [arm64] MyVehiclePlayerController.cpp LogPlayLevel: UAT: [13/28] Compile [arm64] MyVehicleSportsWheelFront.cpp LogPlayLevel: UAT: [14/28] Compile [arm64] MyVehicleSportsCar.cpp LogPlayLevel: UAT: [15/28] Compile [arm64] MyVehicleSportsWheelRear.cpp LogPlayLevel: UAT: [16/28] Compile [arm64] MyVehicleUI.cpp LogPlayLevel: UAT: [17/28] Compile [arm64] MyVehicleWheelFront.cpp LogPlayLevel: UAT: [18/28] Compile [arm64] MyVehicleWheelRear.cpp LogPlayLevel: UAT: [19/28] Compile [arm64] OffroadGameMode.cpp LogPlayLevel: UAT: [20/28] Compile [arm64] TimeTrialGameMode.cpp LogPlayLevel: UAT: [21/28] Compile [arm64] TimeTrialStartUI.cpp LogPlayLevel: UAT: [22/28] Compile [arm64] TimeTrialTrackGate.cpp LogPlayLevel: UAT: [23/28] Compile [arm64] TimeTrialPlayerController.cpp LogPlayLevel: UAT: [24/28] Compile [arm64] TimeTrialUI.cpp LogPlayLevel: UAT: [25/28] sh /Volumes/Unreal Engine/Unreal Projects/MyVehicle/Binaries/IOS/MyVehicle (UBA disabled) LogPlayLevel: Warning: UAT: ld: warning: ignoring duplicate libraries: '/Volumes/Unreal Engine/UE_5.6/Engine/Source/ThirdParty/Vorbis/libvorbis-1.3.2/lib/IOS/libvorbis.a', '/Volumes/Unreal Engine/UE_5.6/Engine/Source/ThirdParty/Vorbis/libvorbis-1.3.2/lib/IOS/libvorbisenc.a', '/Volumes/Unreal Engine/UE_5.6/Engine/Source/ThirdParty/Vorbis/libvorbis-1.3.2/lib/IOS/libvorbisfile.a' LogPlayLevel: UAT: ld: framework 'iAD' not found LogPlayLevel: Error: UAT: clang++: error: linker command failed with exit code 1 (use -v to see invocation) LogPlayLevel: UAT: Trace written to file /Users/jason/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-MyVehicle-IOS-Development.uba with size 16.3kb LogPlayLevel: UAT: Total time in Unreal Build Accelerator local executor: 189.97 seconds LogPlayLevel: UAT: Result: Failed (OtherCompilationError) LogPlayLevel: UAT: Total execution time: 211.46 seconds LogPlayLevel: UAT: Took 211.75s to run dotnet, ExitCode=6 LogPlayLevel: UAT: UnrealBuildTool failed. See log for more details. (/Users/jason/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-MyVehicle-IOS-Development.txt) LogPlayLevel: UAT: AutomationTool executed for 0h 3m 37s LogPlayLevel: UAT: AutomationTool exiting with ExitCode=6 (6) LogPlayLevel: Completed Launch On Stage: Build Task, Time: 211.261781 LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Launch failed! Unknown Error iAD Framework has been deprecated (2016) and removed from the iOS SDK (2025)
The problem here turns out to be that MacOS was installed on a case-sensitive filesystem.
The iAd Framework (note the camelCase with uppercase A and lowercase d) still exists in the iOS SDK at this location:
% ls /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/iAd.framework Headers iAd.tbd Modules However, UE 5.6.1 and all previous releases contain build instructions to link with the iAD framework.
The same problem prevents linking with the CloudKit framework, because UE tries to link with a different framework named âCloudkitâ (lowercase k) which, on a case-insensitive filesystem like APFS isnât viewed as a different path.
NOTE: my installation of UE 5.6.1 uses an APFS case-insensitive Volume, which I suspect will work fine now that I know where to look for dependencies during the build process that might be case sensitive. Providing the required frameworks or library files in a subdirectory created under my APFS Volume and adding -F/Volumes/UEBuild to my linker settings lets me continue the build process to find out if some other case-sensitive build step is going to fail next. I donât have the iOS App building completely yet, now I need to pay Apple for a developer account so I can use code signing.