Issues with packaging for iOS

I am having issues trying to package for iOS. I have not changed my provisioning profile nor my certificates within Unreal, I am using Mac and this worked previously with my last build. I did notice that Xcode had updated between trying to package this version and the last.

I am not sure what information may be relevant I am fairly new to this.

This is an output I am getting from the log.txt file:


ProcessResult.StdOut:       /usr/bin/codesign --force --sign E0919A13F5856E947AD6A237CD053ECB4644FADB --entitlements /Users/dannyfranklin/Documents/Unreal\ Projects/YeetPete/Intermediate/ProjectFilesIOS/build/YeetPete.build/Shipping-iphoneos/YeetPete.build/YeetPete.app.xcent --timestamp=none /Users/dannyfranklin/Documents/Unreal\ Projects/YeetPete/Binaries/IOS/Payload/YeetPete.app
ProcessResult.StdOut:   /Users/dannyfranklin/Documents/Unreal Projects/YeetPete/Binaries/IOS/Payload/YeetPete.app: resource fork, Finder information, or similar detritus not allowed
ProcessResult.StdOut:   Command /usr/bin/codesign failed with exit code 1
ProcessResult.StdOut:   
ProcessResult.StdErr:   ** BUILD FAILED **
ProcessResult.StdErr:   
ProcessResult.StdErr:   
ProcessResult.StdErr:   The following build commands failed:
ProcessResult.StdErr:   	CodeSign /Users/dannyfranklin/Documents/Unreal\ Projects/YeetPete/Binaries/IOS/Payload/YeetPete.app
ProcessResult.StdErr:   (1 failure)
CommandUtils.Run: Took 10.026437s to run env, ExitCode=65
Log.WriteException: ==============================================================================
Log.WriteException: ERROR: CodeSign Failed
Log.WriteException:        (see /Users/dannyfranklin/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
Log.WriteException: 
Log.WriteException: AutomationException: CodeSign Failed
Log.WriteException:   at IOSPlatform.CodeSign (System.String BaseDirectory, System.String GameName, Tools.DotNETCommon.FileReference RawProjectPath, UnrealBuildTool.UnrealTargetConfiguration TargetConfig, System.String LocalRoot, System.String ProjectName, System.String ProjectDirectory, System.Boolean IsCode, System.Boolean Distribution, System.String Provision, System.String Certificate, System.String Team, System.Boolean bAutomaticSigning, System.String SchemeName, System.String SchemeConfiguration) [0x00256] in <3cfcc916477f4025a51de2d4df31c8b2>:0 
Log.WriteException:   at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, System.Int32 WorkingCL) [0x009ba] in <3cfcc916477f4025a51de2d4df31c8b2>:0 
Log.WriteException:   at Project.Package (AutomationTool.ProjectParams Params, System.Int32 WorkingCL) [0x000bc] in :0 
Log.WriteException:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00094] in :0 
Log.WriteException:   at BuildCookRun.ExecuteBuild () [0x00040] in :0 
Log.WriteException:   at AutomationTool.BuildCommand.Execute () [0x00001] in :0 
Log.WriteException:   at AutomationTool.Automation.Execute (System.Collections.Generic.List`1[T] CommandsToExecute, System.Collections.Generic.Dictionary`2[TKey,TValue] Commands) [0x0007c] in :0 
Log.WriteException:   at AutomationTool.Automation.Process (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00282] in :0 
Log.WriteException:   at AutomationTool.Program.MainProc (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00001] in <11edfbf1ae1d490a834d24b7015f2ae7>:0 
Log.WriteException:   at AutomationTool.Program+<>c__DisplayClass1_0.b__2 () [0x00000] in <11edfbf1ae1d490a834d24b7015f2ae7>:0 
Log.WriteException:   at AutomationTool.InternalUtils.RunSingleInstance (System.Func`1[TResult] Main) [0x000a0] in :0 
Log.WriteException:   at AutomationTool.Program.Main (System.String[] Arguments) [0x0020a] in <11edfbf1ae1d490a834d24b7015f2ae7>:0
Log.WriteException: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)

Try to keep the matching XCode version for you UE4 version.
UE4.24 uses Xcode 11.1.
This information can be looked up in the release notes:
https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_24/index.html

Don’t let it update or install other versions of XCode in a separate folder.
Older versions of XCode can be downloaded from the Apple Developer site.
UE4 will use the XCode version that is set in XCode preferences > Locations > Command line Tools.

Or use a command on MacOS Terminal to switch which install of XCode to use for UE4.
The command is: sudo xcode-select -switch ThenAddThePathToYourDesiredXCodeVersionHere

Good Luck!

Thanks for your response. I have tried switching back to that version of Xcode but the issue still persists. It looks to be the same as the previous issue from a quick look at the console error.

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