On macOS 14.7.2(Intel chip)
UE ver 5.6.1
While build iOS game in editor ,got following error
UATHelper: Packaging (IOS): System.UnauthorizedAccessException: Access to the path ‘/Users/a/Library/Developer/Xcode/UserData/Provisioning Profiles’ is denied.
UATHelper: Packaging (IOS): —> System.IO.IOException: Permission denied
UATHelper: Packaging (IOS): — End of inner exception stack trace —
UATHelper: Packaging (IOS): at Microsoft.Win32.SafeHandles.SafeFileHandle.Init(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Int64& fileLength, UnixFileMode& filePermissions)
UATHelper: Packaging (IOS): at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, UnixFileMode openPermissions, Int64& fileLength, UnixFileMode& filePermissions, Boolean failForSymlink, Boolean& wasSymlink, Func4 createOpenException) UATHelper: Packaging (IOS): at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable1 unixCreateMode)
UATHelper: Packaging (IOS): at System.IO.StreamReader.ValidateArgsAndOpenPath(String path, Encoding encoding, Int32 bufferSize)
UATHelper: Packaging (IOS): at System.IO.File.ReadAllText(String path, Encoding encoding)
UATHelper: Packaging (IOS): at IOSPlatform.CodeSign(String BaseDirectory, String GameName, FileReference RawProjectPath, UnrealTargetConfiguration TargetConfig, String LocalRoot, String ProjectName, String ProjectDirectory, Boolean IsCode, Boolean Distribution, String Provision, String Certificate, String Team, Boolean bAutomaticSigning, String SchemeName, String SchemeConfiguration)
UATHelper: Packaging (IOS): at IOSPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL)
UATHelper: Packaging (IOS): at AutomationScripts.Project.Package(ProjectParams Params, Int32 WorkingCL)
UATHelper: Packaging (IOS): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (IOS): at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (IOS): at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (IOS): at AutomationTool.BuildCommand.ExecuteAsync()
UATHelper: Packaging (IOS): at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands)
UATHelper: Packaging (IOS): at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands)
UATHelper: Packaging (IOS): at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies)
UATHelper: Packaging (IOS): (see /Users/a/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
Definitely this is a bug.
The UAT file /Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs
line 1137 may be a mistake
