I’m using a Macbook Pro M2 MAX. I packaged a game for shipping but two friends with Macs of different years can’t open the game.
They get an error message “The app xxx can’t be opened”
Any hint?
By the way, I get an error in the Packaging menu: A device’s SDK status was not returned from Turnkey. I update the device, restart the app but the error still there.
Thanks for your help
UATHelper: Packaging (IOS): /Volumes/September 22 A/LuccaLabU5/LabNew17723/Intermediate/ProjectFilesIOS/UE5.xcodeproj: error: “UE5” requires a provisioning profile. Select a provisioning profile in the Signing & Capabilities editor. (in target ‘UE5’ from project ‘UE5’)
UATHelper: Packaging (IOS): ** BUILD FAILED **
UATHelper: Packaging (IOS): warning: SDK condition on SDKROOT is unsupported, so the SDKROOT[sdk=macosx*] assignment at the target level will be ignored. (in target ‘UE5’ from project ‘UE5’)
UATHelper: Packaging (IOS): warning: SDK condition on SDKROOT is unsupported, so the SDKROOT[sdk=iphoneos] assignment at the target level will be ignored. (in target ‘UE5’ from project ‘UE5’)
UATHelper: Packaging (IOS): Took 9,500713s to run env, ExitCode=65
UATHelper: Packaging (IOS): ERROR: CodeSign Failed
UATHelper: Packaging (IOS): (see /Users/javierdiezbotet/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
UATHelper: Packaging (IOS): AutomationTool executed for 0h 2m 29s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: Failed to Code Sign
Hi Matt! I’ve been away for other biz. Thanks for your reply! So, there is no easy way to package the Mac game just for testing/showing demo? A very limited release? Apple controls you all the time…
I think if you don’t get it notorized, then users have to accept that it’s not a “safe app” and agree to that before opening. But for release on Steam/EGS/etc. Notorization is required.