Development Builds work perfectly fine but it failes for distribution.
Code Signing Error: Provisioning profile "DistProv" doesn't match the entitlements file's value for the get-task-allow entitlement.
UATHelper: Packaging (iOS): Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 12.1'
UATHelper: Packaging (iOS): Code Signing Error: Provisioning profile âxxxâ doesnât match the entitlements fileâs value for the get-task-allow entitlement.
UATHelper: Packaging (iOS): Code Signing Error: Code signing is required for product type âApplicationâ in SDK âiOS 12.1â
PackagingResults: Error: Provisioning profile âxxxâ doesnât match the entitlements fileâs value for the get-task-allow entitlement.
PackagingResults: Error: Code signing is required for product type âApplicationâ in SDK âiOS 12.1â
UATHelper: Packaging (iOS):
Create a new profile and first select to build for shipping, on build section and cook everything. This will fail again with same message but next time just uncheck âDo you wish to build?â but keep checked âis this build for distribution to the public?â
Also on Cooking - >âCooker build configurationâ select âShippingâ. Note the project launcher get some settings from the main project settings such the provision file and Certificate. This time it will finish the packaging . I fact when playing around with the settings from project launcher I was able to create a âShippingâ IPA with a developer certificate but of course the Application loader rejected it later on.
UATHelper: Packaging (iOS): Code Signing Error: Provisioning profile âiOS Distribution VJBâ doesnât match the entitlements fileâs value for the get-task-allow entitlement.
UATHelper: Packaging (iOS): Code Signing Error: Code signing is required for product type âApplicationâ in SDK âiOS 12.1â
catalinuxâs solution on this post worked for me.
Seemingly in 4.21, the editor is hardcoded to fail when trying to do a remote build package for iOS. The solution is to edit the code as described in catalinuxâs answer, but obviously that means you have to be using a version of the engine built from source, otherwise your code edits will have no effect.
There was no need to get the engine from source. You could open the UnrealBuildTool project from program files and recompile. The binary will be overwritten. I modify the installed .NET projects from UE all the time.