"SaveStringToFile" and "CreateProc" Don't work in UE5.3, Mac Ventura, after packaging

In my mac, I tried to build and package my project contains below codes by UE5.3.

However, “CreateProc” and “SaveStringToFile” didn’t work.
Any process didn’t start to run, and there is no saved file.

	FString Args = "example";
	uint32 NeedBPUINT32 = 0;
	FString appPath = FPaths::ProjectContentDir() + EXE_PATH;
	FString dirPath = FPaths::ProjectContentDir();
	FProcHandle ProcHandle = FPlatformProcess::CreateProc(*appPath, *Args, true, false, false, &NeedBPUINT32, 0, *dirPath, nullptr);

	FString savePath = FPaths::ProjectContentDir() + SAVE_FILE_PATH;
	FString outputStr = "output";
	FFileHelper::SaveStringToFile(outputStr, *savePath, 
        FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM);

I checked that same code works in Mac editor, Windows editor, and Windows application. But it doesn’t work in Mac application only.
and, same code worked in Mac application build by UE5.2,.
So, I think there are no code mistakes, and it needs some setting or permission changes to use “CreateProc” and “SaveStringToFile”.

Do you know how to solve this problem, or what to change?

Thank you for watching…

Turn on logging, and look for error messages.
If that doesn’t work, attach to the game with the debugger and trace through CreateProc() to see what’s going wrong.
If that doesn’t work, use strace on the game to figure out what it’s doing.

Btw, starting binaries on the Mac is super annoying in general because of the “attestation” you need to do for each built binary version (uploading to apple servers and getting a certificate.) But if it used to work, you probably already solved that.

The cause was the signature of App.

I did below command in terminal to resolve this.

codesign --deep --force --sign - /Path/MyApp.app

after above command, the function worked.
However, it is the signature for local developing. If you want to publish or share other people, you need to get correct signature and set it to .app