It’s not quite a iOS problem, but definitly apple related, so I give it a try here.
We’re trying to deploy an UE Application outside of the Mac Store and everything works great until the actual installation. The Software is codesigned/notarized but the Mac Gatekeeper declines opening it.
The Mac Console throws out errors regarding RPaths even with a complete blank UE project:
/Applications/Appname.app/Contents/MacOS/Appname failed on rPathCmd /Applications/Appname.app/Contents/MacOS/…/…/…//libPhysX3.dylib
Seems to be related to Technical Note TN2206: macOS Code Signing In Depth (“Gatekeeper Changes in macOS 10.10.4 and Later”).
Does anyone have experience how these rpath have to be changed to get application to run properly?