Failing to launch to iphone x from macbook, need help

After following several guides on launching to ios I still cannot get it working. I have tried an empty project, the ar kit sample and the face ar sample to no avail. This is the error I’m getting:

LogPlayLevel: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.581737
LogPlayLevel: Running: mono “/Users/Shared/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe” AR IOS Development -Project=/Users//Desktop/AR/AR.uproject /Users//Desktop/AR/AR.uproject -NoUBTMakefiles -remoteini=“/Users//Desktop/AR” -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Di
sabled -Manifest=/Users//Desktop/AR/Intermediate/Build/Manifest.xml -NoHotReload -log=“/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt”
LogPlayLevel: Compiling against OS Version 12.0 [minimum allowed at runtime]
LogPlayLevel: Error: ERROR: Unhandled exception: System.FormatException: Input string was not in a correct format.
LogPlayLevel: at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0
LogPlayLevel: at System.Number.ParseSingle (System.ReadOnlySpan1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 LogPlayLevel: at System.Single.Parse (System.String s) [0x0001a] in <a104f9cbbafd4348bcc580acb0a3f8a8>:0 LogPlayLevel: at UnrealBuildTool.ReadOnlyIOSTargetRules.get_RuntimeVersion () [0x00010] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.IOSPlatform.SetUpEnvironment (UnrealBuildTool.ReadOnlyTargetRules Target, UnrealBuildTool.CppCompileEnvironment CompileEnvironment, UnrealBuildTool.LinkEnvironment LinkEnvironment) [0x00226] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.SetupGlobalEnvironment (UnrealBuildTool.UEToolChain ToolChain, UnrealBuildTool.CppCompileEnvironment GlobalCompileEnvironment, UnrealBuildTool.LinkEnvironment GlobalLinkEnvironment) [0x00bc8] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.UEBuildTarget.Build (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, System.Boolean bIsAssemblingBuild, Tools.DotNETCommon.FileReference SingleFileToCompile) [0x00061] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.BuildMode.CreateMakefile (UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.TargetDescriptor TargetDescriptor, UnrealBuildTool.ISourceFileWorkingSet WorkingSet) [0x00141] in <55005cea58344f71ab61265be43fc684>:0 LogPlayLevel: at UnrealBuildTool.BuildMode.Build (System.Collections.Generic.List1[T] TargetDescriptors, UnrealBuildTool.BuildConfiguration BuildConfiguration, UnrealBuildTool.ISourceFileWorkingSet WorkingSet, UnrealBuildTool.BuildOptions Options, Tools.DotNETCommon.FileReference WriteOutdatedActionsFile) [0x0001a] in <55005cea58344f71ab61265be43
fc684>:0
LogPlayLevel: at UnrealBuildTool.BuildMode.Execute (Tools.DotNETCommon.CommandLineArguments Arguments) [0x002cc] in <55005cea58344f71ab61265be43fc684>:0
LogPlayLevel: at UnrealBuildTool.UnrealBuildTool.Main (System.String] ArgumentsArray) [0x00291] in <55005cea58344f71ab61265be43fc684>:0
LogPlayLevel: Took 30,190432s to run mono, ExitCode=5
LogPlayLevel: UnrealBuildTool failed. See log for more details. (/Users//Library/Logs/Unreal Engine/LocalBuildLogs/UBT-AR-IOS-Development.txt)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 29.662970
LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: Launch failed! Unknown Error

I have a valid provisioning profile and certificate and apple developer account, working on a macbook pro trying to launch to an iphone x.