AutomationTool error: Codesigning fails - Unable to package for iOS on UE4.8.3 on macosx

Hello,

I am using UE4.8.3 on MacOS 10.12 and Xcode 8.2.1. I have configured properly the project to use valid provision file and certificate but when trying to package the application for iOS as an IPA file or launch it directly on my iPad mini, it fails. Here is the end of the log:

LogPlayLevel: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: PakFileInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
LogPlayLevel: Project.LogDeploymentContext: End Deployment Context **************
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel: IOSPlatform.Package: Package /Users/guillaume/Downloads/Company/Mentia/source 4.8 NOLOGIN updated/AVED.uproject
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/Shared/Epic Games/UE_4.8/Engine/Binaries/IOS/UE4Game=True
LogPlayLevel: Project: /Users/guillaume/Downloads/Company/Mentia/source 4.8 NOLOGIN updated/AVED_IOS.xcodeproj
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /Users/Shared/Epic Games/UE_4.8/Engine/Build/BatchFiles/Mac/RocketGenerateProjectFiles.sh=True
LogPlayLevel: CommandUtils.Run: Run: /Users/Shared/Epic Games/UE_4.8/Engine/Build/BatchFiles/Mac/RocketGenerateProjectFiles.sh -project="/Users/guillaume/Downloads/Company/Mentia/source 4.8 NOLOGIN updated/AVED.uproject" -platforms=IOS -game -nointellisense -iosdeployonly -ignorejunk
LogPlayLevel: RocketGenerateProjectFiles:
LogPlayLevel: RocketGenerateProjectFiles: Setting up Unreal Engine 4 project files...
LogPlayLevel: RocketGenerateProjectFiles:
LogPlayLevel: RocketGenerateProjectFiles: SetupMono.sh: line 9: [: too many arguments
LogPlayLevel: RocketGenerateProjectFiles: Setting up Mono
LogPlayLevel: RocketGenerateProjectFiles:
LogPlayLevel: RocketGenerateProjectFiles: Discovering modules, targets and source code for game...
LogPlayLevel: RocketGenerateProjectFiles: Generating project file...
LogPlayLevel: RocketGenerateProjectFiles: Found 4 targets!
LogPlayLevel: RocketGenerateProjectFiles: Saving updated project file...
LogPlayLevel: CommandUtils.Run: Run: Took 9.951855s to run RocketGenerateProjectFiles.sh, ExitCode=0
LogPlayLevel: InternalUtils.SafeFileExists: SafeFileExists /usr/bin/env=True
LogPlayLevel: CommandUtils.Run: Run: /usr/bin/env UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild build -project "/Users/guillaume/Downloads/Company/Mentia/source 4.8 NOLOGIN updated/AVED_IOS.xcodeproj" -scheme 'UE4Game - iOS' -configuration Development -sdk iphoneos CODE_SIGN_IDENTITY="iPhone Developer"
LogPlayLevel: env: Build settings from command line:
LogPlayLevel: env:     CODE_SIGN_IDENTITY = iPhone Developer
LogPlayLevel: env:     SDKROOT = iphoneos10.2
LogPlayLevel: env:
LogPlayLevel: env: === BUILD TARGET UE4Game - iOS OF PROJECT AVED_IOS WITH CONFIGURATION Development ===
LogPlayLevel: env:
LogPlayLevel: env: Check dependencies
LogPlayLevel: env: Signing for "UE4Game - iOS" requires a development team. Select a development team in the project editor.
LogPlayLevel: env: Code signing is required for product type 'Application' in SDK 'iOS 10.2'
LogPlayLevel: env:
LogPlayLevel: env: ** BUILD FAILED **
LogPlayLevel: env:
LogPlayLevel: env:
LogPlayLevel: env: The following build commands failed:
LogPlayLevel: env:    Check dependencies
LogPlayLevel: env: (1 failure)
LogPlayLevel: CommandUtils.Run: Run: Took 5.663905s to run env, ExitCode=65
LogPlayLevel: ErrorReporter.Error: ERROR: AutomationTool error: CodeSign Failed
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in IOS.Automation: CodeSign Failed
LogPlayLevel: Stacktrace:   at IOSPlatform.CodeSign (System.String BaseDirectory, System.String GameName, System.String RawProjectPath, UnrealTargetConfiguration TargetConfig, System.String LocalRoot, System.String ProjectName, System.String ProjectDirectory, Boolean IsCode, Boolean Distribution) [0x00000] in :0
LogPlayLevel:   at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) [0x00000] in :0
LogPlayLevel:   at Project.Package (AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0
LogPlayLevel:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0
LogPlayLevel:   at BuildCookRun.ExecuteBuild () [0x00000] in :0
LogPlayLevel:   at BuildCommand.Execute () [0x00000] in :0
LogPlayLevel: Program.Main: ERROR: CodeSign Failed
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 26.010550
LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Launch failed! Unknown Error

[link text][1]

Hi G.M.,

Here is the error that is causing code signing to fail in your project:

Signing for "UE4Game - iOS" requires a development team. Select a development team in the project editor.

I could not find a related post in our system, but a google search yielded the following link (with solution):

iOS compile error

If this does not resolve the issue, please respond with the following information:

Do you have any code or are you using an third party plugins in you project?

A screenshot of your Bundle ID fields and Package settings from your Project Settings

Thanks,

.

Hello,

Thank you for your reply but it didn’t resolve the issue.

There is no code or third party plugins that I am aware of, only blueprint is used.

I attached the requested screenshots. Please let me know if you need anything else.