Ok, I have spent a lot of time reading and tearing my hair out and I still can’t get it to work.
I have Unreal installed on a Mac with Xcode 10.1 and have a free developer account. I’m trying to build the FaceARkit sample project.
I created a dummy VRkit project in Xcode which created a provisioning profile that Unreal seems to recognize ok. I was able to deploy this dummy app to my iPhone and it runs ok.
I’ve assigned the profile and everything in the unreal project settings and build process seems to run normally and then I get the errors below. Is there some way to fix this or is the only way to get a paid apple developer account? I saw some postings that suggested you could “rename” the profile but they were not very clear as to how to do this or if it required an apple account.
=== BUILD TARGET FaceARSample OF PROJECT FaceARSample WITH CONFIGURATION Development ===
Code Signing Error: Provisioning profile “iOS Team Provisioning Profile: kangaroo.test” is Xcode managed, but signing settings require a manually managed profile.
Code Signing Error: Code signing is required for product type ‘Application’ in SDK ‘iOS 12.1’
** BUILD FAILED **
The following build commands failed:
Took 67.962846s to run env, ExitCode=65
ERROR: CodeSign Failed
(see /Users/gcorson/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
RunUAT ERROR: AutomationTool was unable to run successfully.