Remote Connection to Mac doesn't work on 4.13 and iOS 10

So I also had this issue, and found a temporary solution.

Note that this is not a final solution, as this change breaks distro signing, but it got me up and running again.

TEAM_ID should be replaced with the identifier you can find in the provisioning profile. (E.G. if the full ID in the profile is ‘ABCDEFGHIJK.com.CompanyName.GameName’ then it will be ABCDEFGHIJK)

Have a massive code block:

// Engine\Source\Programs\UnrealBuildTool\System\XcodeProject.cs

private void AppendProjectSection(StringBuilder Content, string TargetName, string TargetGuid, string BuildTargetName, string BuildTargetGuid, string IndexTargetName, string IndexTargetGuid, string MainGroupGuid, string ProductRefGroupGuid, string ProjectGuid, string ProjectBuildConfigGuid)
		{
			Content.Append("/* Begin PBXProject section */" + ProjectFileGenerator.NewLine);

			Content.Append("\t\t" + ProjectGuid + " /* Project object */ = {" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\tisa = PBXProject;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\tattributes = {" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\tLastUpgradeCheck = 0700;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\tORGANIZATIONNAME = \"Epic Games, Inc.\";" + ProjectFileGenerator.NewLine);
#if true // UG_CHANGE
			Content.Append("\t\t\t\tTargetAttributes = {" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\t\t" + TargetGuid + " = {" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\t\t\tCreatedOnToolsVersion = 8.0;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\t\t\tDevelopmentTeam = TEAM_ID;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\t\t\tProvisioningStyle = Automatic;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\t\t};" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\t};" + ProjectFileGenerator.NewLine);
#endif // END UG_CHANGE
            Content.Append("\t\t\t};" + ProjectFileGenerator.NewLine);

...........
 					Content.Append("\t\t\t\t\"TARGETED_DEVICE_FAMILY[sdk=iphoneos*]\" = \"" + IOSRunTimeDevices + "\";" + ProjectFileGenerator.NewLine);
 					Content.Append("\t\t\t\t\"CODE_SIGN_IDENTITY[sdk=iphoneos*]\" = \"iPhone Developer\";" + ProjectFileGenerator.NewLine);
 					Content.Append("\t\t\t\t\"SDKROOT[sdk=iphoneos]\" = iphoneos;" + ProjectFileGenerator.NewLine);
#if true // UG_CHANGE
					//Content.Append("\t\t\t\t\"PROVISIONING_PROFILE[sdk=iphoneos*]\" = \"\";" + ProjectFileGenerator.NewLine);

#endif // END UG_CHANGE
                 }
                 if (TVOSRunTimeVersion != null)

........

			Content.Append("\t\t\t\tMACOSX_DEPLOYMENT_TARGET = " + MacToolChain.MacOSVersion + ";" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\tSDKROOT = macosx;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\tGCC_PRECOMPILE_PREFIX_HEADER = YES;" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\tGCC_PREFIX_HEADER = \"" + UE4Dir + "/Engine/Source/Editor/UnrealEd/Public/UnrealEd.h\";" + ProjectFileGenerator.NewLine);
#if true // UG_CHANGE
			Content.Append("\t\t\t\tDEVELOPMENT_TEAM = TEAM_ID;" + ProjectFileGenerator.NewLine);
#endif // END UG_CHANGE
            Content.Append("\t\t\t};" + ProjectFileGenerator.NewLine);

..........

			Content.Append("\t\t\t\tUE_BUILD_TARGET_NAME = \"" + Config.BuildTarget + "\";" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\t\tUE_BUILD_TARGET_CONFIG = \"" + Config.BuildConfig + "\";" + ProjectFileGenerator.NewLine);
#if true // UG_CHANGE
			Content.Append("\t\t\t\tDEVELOPMENT_TEAM = TEAM_ID;" + ProjectFileGenerator.NewLine);
#endif // END UG_CHANGE
			Content.Append("\t\t\t};" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t\tname = \"" + Config.DisplayName + "\";" + ProjectFileGenerator.NewLine);
			Content.Append("\t\t};" + ProjectFileGenerator.NewLine);

This relies on automatic signing to sign the IPA, which isn’t ideal. (As it doesn’t let you sign specifically with the Distro certificate)
We’re currently working on a better solution which uses manual signing, however this should get you up and working again.

Hope that helps. :slight_smile:

EDIT: As @gameDNA studio mentions in his answer if this doesn’t work at first, use the TEAM_ID from your Distro profile.