Hiya, I’ve been having the same issues now for over a week, where before I could build no problem. The only change I made since was update Xcode to the latest version.
I would love to know if you can remember anything you changed?
I give up, I’ve spent hours trying everything as you mentioned, and still end up with
Command CodeSign failed with a nonzero exit code
RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: CodeSign Failed
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: Failed to Code Sign
I even tried Distribution to go to TestFlight and still the same issue. I can’t believe how difficult this is, never had this many issues with other programs like FlutterFlow/Unity etc etc.
Hey there @tbelgrave! Your summoning ritual was successful but you ended up summoning a windows/linux user. Nevertheless let’s see what we can do.
I’ve been seeing some issues with users working in the latest version of Xcode since it had been the new target, and most commonly from projects that were migrated from UE4.27 up. Code signing is a step in verifying all of the project details, dependencies, and targeting and well signing the code. There should be errors listed in the full log that gives us insight into which portion is failing. May we see the full log?
Ahhh that could very well be it, if there’s a prompt to allow permissions it could be not receiving the request or the permissions could be set to deny through other means.
This is indeed it! I haven’t got it working in 5.1.1, but installed 5.2 Preview 2 and low and behold the prompt returned and built the package successfully. So we just need a way to reset this behaviour, now sure how to do that tho
It’s possible that you had checked always approve but it doesn’t seem to be working correctly there. Is there any location to see where keychain requests have been made?
Hey guys, no solutions worked for me, including many of the xcode ones such as running “xattr -cr .” in the root project folder, the only thing that did work is moving the project outside of an iCloud sync directory.
My project location was: ~/Documents/Unreal Projects/PROJECT_NAME
I moved my project to: ~/Development/Unreal Projects/PROJECT_NAM
The error I got was:
resource fork, Finder information, or similar detritus not allowed
Command CodeSign failed with a nonzero exit code
Absolutely frustrating issue to deal with, but I believe the hint was in the error, “Finder information not allowed”, I assume iCloud sync was adding Finder information.
So, if your ~/Documents folder is iCloud synced, try moving it. It had nothing to do with my Signing under the project, my Signing & Capabilities looks like so:
Under the ALL tab:
Automatically manage signing
Team: None
Signing Certificate: Sign to Run Locally
Super annoying one to figure out, hope this helps people out.