Hello,
I have spent about a month racking my brain trying to figure out my problem (I’ve researched here and on google with no luck). I’m trying to launch my virtual reality tour app to test on my iPhone 6s using the Google VR plugin for cardboard support (using a free apple developer account for testing). This VR tour is for my college internship, and I need to have a working prototype of the app by May to show my college’s admissions board to hopefully turn my internship into a job there.
Anyways, the snag I keep running into every time I go to package or launch the app is at the end it always say “Failed to CodeSign.” I don’t know what to do.
I am therefore turning to you, the UE4 community, for any help. I’m including the output log that I got when launching to my device. Maybe someone can look at it and tell me where the problem lies?
A couple things to note:
My iPhone is on iOS 9.1, and I have no current plans to update the firmware, so I am targeting iOS 9.1 (I’m using XCode 7.1 for the iOS 9.1 SDK).
During the output log’s ramblings, I have noticed that the SDKROOT the engine is using is iOS 10.2, which I have no idea how to change (would anyone know how to change this if this is the main problem?).
In addition to the Google VR plugin, I also have SimpleHMD plugin enabled. Would this conflict with Google VR?
Thank you in advance,
Tom H.
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