IPP Codesign issue UE5_6

Hi Epic,

Codesigning with IPP seems to no longer work with latest Unreal.

I am consistently running into following error :

IPP ERROR: Application exception: System.IO.InvalidDataException: CMS signature blob size is too large for the allocated size, unable to create useful code signing data

Is this a known issue?

Opening source executable...
... Processing one mach object (binary is thin)
... Initial signature step (2.20 s elapsed so far)
... Computing hashes (2.27 s elapsed so far)
... Final signature step (2.83 s elapsed so far)
IPP ERROR: Application exception: System.IO.InvalidDataException: CMS signature blob size is too large for the allocated size, unable to create useful code signing data
  at iPhonePackager.CodeSignatureBuilder.PerformSigning() in D:\Engine\Source\Programs\IOS\iPhonePackager\CodeSigning.cs:line 1012
  at iPhonePackager.CookTime.RepackageIPAFromStub() in D:\Engine\Source\Programs\IOS\iPhonePackager\CookTime.cs:line 354
  at iPhonePackager.Program.Main(String[] args) in D:\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.cs:line 973
Took 3.56s to run IPhonePackager.exe, ExitCode=1

Thank you.

Kind Regards,

Abhishek Sagi

Hi Abhishek,

Can you confirm which version of Xcode you are using on the Mac build host?

Best regards.

Hi Abhishek,

Is this a Blueprint only or C++ project?

Best regards.

Hi Abhishek,

In the following setup, I didn’t see the specific issue related to CMS signature blob size:

1 - Windows 11 host and Mac 15.7.1 running Xcode 16.4

2 - Remote build Development config of the FirstPerson sample setup as a C++ project -- Did you experience issues here?

3 - run IPhonePackager.exe repackagefromstage PATH/TO/UPROJECT -config Development -stagedir PATH/TO/PROJECT\Intermediate\Staging\IOS -sign which completes without error.

Please advise if I’ve missed something or if my setup doesn’t correspond to yours.

Best regards.

XCode 16.4 on macOS 26 Tahoe

C++ Project

Hi Abhishek,

We have confirmed that the particular CMS blob error has been introduced by changes to codesign by Apple in MacOS 26. Until further fixes, the recommendation is to target MacOS 15 or lower for remote iOS builds.

Best regards.

Hello,

Just to conclude this issue, Windows codesigning has been updated as CL https://github.com/EpicGames/UnrealEngine/commit/5f30d8f91dee499ab2576d65dd5dd2025b8127ba to be compatible with MacOS 26.

Best regards.