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Persistent CodeSign Fail Error

Hello,

I’ve been getting the same code sign error no matter what I do. Building for iOS.

Posting the error message first.

ProcessResult.StdOut:   Prepare build
ProcessResult.StdOut:   error: The Legacy Build System will be removed in a future release. You can configure the selected build system and this deprecation message in File > Workspace Settings.
ProcessResult.StdOut:   Build Preparation
ProcessResult.StdOut:   The Legacy Build System will be removed in a future release. You can configure the selected build system and this deprecation message in File > Workspace Settings.
ProcessResult.StdOut:   
ProcessResult.StdErr:   ** BUILD FAILED **
ProcessResult.StdErr:   
ProcessResult.StdErr:   
ProcessResult.StdErr:   The following build commands failed:
ProcessResult.StdErr:   	Prepare build
ProcessResult.StdErr:   (1 failure)
CommandUtils.Run: Took 14.265585s to run env, ExitCode=65
Log.WriteException: ==============================================================================
Log.WriteException: ERROR: CodeSign Failed
Log.WriteException:        (see /Users/********/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 <f7d7ae6028ca462f80a23a1f7fde0ee6>:0 
Log.WriteException:   at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, System.Int32 WorkingCL) [0x009e8] in <f7d7ae6028ca462f80a23a1f7fde0ee6>:0 
Log.WriteException:   at Project.Package (AutomationTool.ProjectParams Params, System.Int32 WorkingCL) [0x000c7] in <dae4a95c645a4c6ba87d57ec29ad562f>:0 
Log.WriteException:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00094] in <dae4a95c645a4c6ba87d57ec29ad562f>:0 
Log.WriteException:   at BuildCookRun.ExecuteBuild () [0x00040] in <dae4a95c645a4c6ba87d57ec29ad562f>:0 
Log.WriteException:   at AutomationTool.BuildCommand.Execute () [0x00001] in <443177f5321b484f8b94168a2bc41298>:0 
Log.WriteException:   at AutomationTool.Automation.Execute (System.Collections.Generic.List`1[T] CommandsToExecute, System.Collections.Generic.Dictionary`2[TKey,TValue] Commands) [0x0007c] in <443177f5321b484f8b94168a2bc41298>:0 
Log.WriteException:   at AutomationTool.Automation.Process (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00286] in <443177f5321b484f8b94168a2bc41298>:0 
Log.WriteException:   at AutomationTool.Program.MainProc (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00001] in <74d115f39124493d9eb32e25aac37719>:0 
Log.WriteException:   at AutomationTool.Program+<>c__DisplayClass1_0.<Main>b__2 () [0x00000] in <74d115f39124493d9eb32e25aac37719>:0 
Log.WriteException:   at AutomationTool.InternalUtils.RunSingleInstance (System.Func`1[TResult] Main) [0x000a0] in <443177f5321b484f8b94168a2bc41298>:0 
Log.WriteException:   at AutomationTool.Program.Main (System.String[] Arguments) [0x0020a] in <74d115f39124493d9eb32e25aac37719>:0
Log.WriteException: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
  • This is a C++ UE4 project on a mac (moved a Windows project and replaced content folder, with all the neccessary adjustments. Game works fine in UE4)
  • I’ve tried deleting Binaries folder and building it again.
  • Changed certificates and provisioning profiles.
  • Settings are set for Shipping & Distribution.
  • Adjusted KeyChain access control to all at all times.

I’m pretty much out of options here, I just can’t find out what’s causing this error.

Appreciate your assistance.

I suppose you use 13 version xcode and UE4.26. I never managed to defeat the error, so at the moment I have only one solution. Remove xcode 13 and install 12 version, then everything will work. Or, you can update your engine to version 4.27, it`s work with last version xcode.