hi have an easy solution that works for me.
1, download your provisioning profile from the Apple Dev site (this appears in the ‘Downloads’ Folder)
2, In UE4, Project Settings, Platforms, iOS click the Box to ‘Import Provision’ manually and select the provision in the downloads folder
3, select the recently imported Provision manually with the tick box
4, Package your project
Hello everyone, the solution that Alan Webster lists does work, however you can put your downloaded provisions in the same place that XCode puts them, they just must be name correctly. In fact you can even rename the ones that xcode downloads to [projectname].mobileprovision or [projectname]_distro.mobileprovision if your signing for distribution. If I understand correctly this is an engine bug that should be fixed.
I tried but it does not work, the great thing about that with File-Package Project I have the license error, and if I do it from Project Launcher the procedure goes to fruition, however, loading the ipa of Application Loader itunes connect it gives me this error : ERROR ITMS-90167: “No .app bundles found in the package”
i found the same issue with the application loader app but it works and uploads fine using the application uploader built into xcode.
1 open xcode
2 file, open your packaged game .ipa
3 dropdown menu xcode, open developer tools, application uploader
I’ve been running into this issue as well and I believe the issue lies in UnrealBuildTool. It looks like UnrealBuildTool is looking through ~/Library/MobileDevice/Provisioning Profiles for a provisioning profile with the name of <Project Name>.mobileprovision but this is counter to how Xcode will manage provisioning profiles which uses a GUID to name provisioning profiles so certainly 0c3a4d92-d0e7-4312-9222-981b673292f9.mobileprovision will never equal MyProject.mobileprovision as an example. I can see two solutions to this past what has already been discussed here…
Rename or make a copy of the .mobileprovision file in the ~/Library/MobileDevice/Provisioning Profiles folder to your UE4 game name. From your iOS project settings in the editor you can find the GUID formatted .mobileprovision file that is valid for your project.
Copying the provisioning profile to <Project Dir>/Build/IOS worked for me as well though I like the idea best of having UBT do all the work and not conflicting with how Xcode does provisioning profile management.