Building from PC

Ok, the problem is because when we import the mobile provision we check to make sure it matches the bundle identifier in the games Info.plist. If that doesn’t exist, then we check for the template in the engine and utilize the Game Name appended to com.epicgames as the bundle identifier. The fix for this is a little more involved than what we want to do this close to releasing 4.4, but the good news is there are two ways to resolve this right now:

  1. Create a wild card mobile provision. This is probably the easiest workaround and then the provision will work for any of your games during development.
  2. Create an Info.plist in your Game/Build/IOS directory. You can use the template in Engine/Build/IOS/UE4Game-Info.plist or you can edit your project settings in the editor (Project Settings / IOS Settings) to generate the Info.plist. Make sure the CFBundleIdentifier key matches the mobile provision identifer, usually com.yourcompany.gamename. Once that is done, then running IPP to import the provision and certificate should work fine.

Sorry for this, it started happening when we added more strict provision matching in IPP similar to what Xcode does on the Mac and no one caught it until now.