I have been through the setting-up-an-unreal-engine-project-for-ios page and have generated certificates for development and distribution, a bundle id, I have my team ID.
I have unreal 5.6.1, Xcode 26, Mac mini with 16gb ram, OS 15.6.1.
I have made a brand new unreal project, default 3rd person map.
In the Project Settings, Platforms, iOS, Mobile Provision doesn’t ever see Xcode and only says ‘no provisions found.’
in the Platform, Xcode Projects, Xcode, Modernized is checked. I have filled in the team id, bundle id, bundle prefix. unchecked Automatic Code Signing so I could manually add the IOS: Provisioning Profile.
Quick Launch, iOS, my phone has the same error as Platforms, iOS, package:
… LogPlayLevel: UAT: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Launch Task, Time: 1.003937
LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 1
PackagingResults: Error: Launch failed! Unknown Error
Is there a way to get unreal to display a more detailed error? How about a tutorial that is for 5.6 and covers enough detail to enable this goof to put things in the right spot?
I recommend to use automatic code signing. With that you actually dont need to import the provisioning file or the certificate, as this is then handled by Xcode. You still need to have a signing certificate and a provisioning file created here.
Make sure to generate projects files by changing directory to “/Users/Shared/Epic\ Games/UE_5.6/Engine/Build/BatchFiles/Mac” and then execute “./GenerateProjectFiles.sh /Users/username/Documents/UnrealProjects/ProjectFolder/ProjectName.uproject -Editor ProjectName”. Then try if you could build and start the editor by opening the (Mac).workspace from Xcode. The packaging for iOS should work then as well.
Also it would be helpful if you could provide the complete log, as this could be a cooking issue as well.
I wonder why I don’t have anything but .sh files in the Mac folder. A search found no .command anywhere in UE. In the games launcher I verified the 5.6.1 install and the results are the same.
I removed Xcode 26 and installed Xcode 16.4. new project, only entered into the project settings Apple Dev ID and Bundle ID. It compiled and installed the app onto my phone and run.
I won’t declare victory before I try it a few more times…
For some reason I dodn’t think of that issue of Unreal not supporting Xcode 26. You should have a look at this post. I recommend to change the version number to 26.1.0 and to recreate projects files again. But I think the main issue was the compiling on an external drive.