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
Already after sacrafising various hours of my life to Apple, I finally managed to get it to work. There are indeed strange absolut rpath buried inside PhysX. Just call the attached python Script to get rid of them. The script accepts the absolut path of the PhysX Folder as the first argument
The script than changes all rpaths to @loader_path/ which should work. Worked for me, but no guarantee so do a lot of testing! After the script do the regular codesigning and notarization commands and enjoy your victory over Apple