Steps for IOS build with UnrealRemoteTool

Has anyone ever actually got this to work? I’ve been trying to for a long time now (I really should give up, but I continue on in spite). Not said on this list, I had to install my Developer Certificate on my WINDOWS machine too, because for whatever reason the iPhonePackager looks for it? It also fails to merge the final exe with the Mobile provision and Code Resources (though no error is outputed, it acts it did everything fine, I’m speculating that maybe a shell script is failing? Finally, which may because of the merge failure above, it searches the code blob for a code signing and fails and I can’t get past this point. Anyways, if possible it would be nice if someone can review the steps posted above, because I am in complete doubt in them now that I’ve had to install my Developer Certificate on my Windows machine which isn’t a stated step. Looking at the Source too, it appears it takes some pretty big assumptions on where certain folders will be, so I think being more clear on where to place the engine on the PC and Mac, and Projects would be helpful to.