Is there a definitive guide to code signing a Macos Unreal Engine project?
Previous guides were dealing with a project that had a structure that was similar to the Windows packaged projects where the outer executable is a reference to an inner executable, that led to having two info.plist files:
Project-Mac-Shipping.app/Contents/Info.plist
Project/Binaries/Mac/Project-Mac-Shipping.app/Contents/Info.plist
But now the shipping application structure on macOS has changed to something like this:
a Contents folder with:
- Info.plist
- MacOS folder that contains the actual executable
- Pkinfo file
- Resources folder
- UE folder
In this environment i have a info.plist that I know is correct. I proceed to code sign the whole application and get an approval from Apple after submitting the application for approval via the
xcrun altool --notarize-app command.
But when I run the following command on the application: xcrun altool --validate-app - I get a message:
2022-08-01 20:38:20.679 *** Error: Could not find the main bundle or the Info.plist is missing a CFBundleIdentifier in ‘ArtWorkbench-Mac-Shipping.app’. Unable to validate your application. (-21017)
{
NSLocalizedDescription = “Could not find the main bundle or the Info.plist is missing a CFBundleIdentifier in \U2018ArtWorkbench-Mac-Shipping.app\U2019.”;
NSLocalizedFailureReason = “Unable to validate your application.”;
}
I have checked the values in the info.plist a dozen times. It has the right values but I cannot seem to get past this one issue.
Any ideas how I can resolve this?
Thanks.
Corneel.