Using Mac OS Version 10.12.1
Xcode 8.1.
Found quite a few similar thread regarding issues with validating profiles or building to IOS in general and after having tried the different proposed solutions, sadly, nothing has worked for me so far.
I revoked all my certificates, provisioning profiles and deleted the test App IDs I’ve been creating.
I followed the IOS guide and re-created multiple times new development certificates via Apple.developer page.
For reference:
Created an App ID:
App description: test
Wildcard App ID: com.testbuild.*
Created a development provisioning profile for the above App ID:
iOS App Development
AppID: test (#######.com.testbuild.*)
Selected my certificate for development
Selected my devices
Gave it a random name.
Downloaded file. Copied this file in the Build/IOS folder. Also downloaded from Xcode directly.
Deleted all the provisioning profiles in the Library\Mobile Device\Provisioning Profiles folder.
Copied the profile I got from Xcode there, to see if it was making a difference. It didn’t.
In Unreal: Project Settings/IOS
Mobile Provision: No Provisions Found. Please Import a Provision.
I’ve tried to import the file, always get the same error message. When I check the output log, I get the following error:
LogTemp:Display: Running Mono…
LogTemp:Display: Setting up Mono
LogTemp:Display: /Users/Shared/UnrealEngine/4.13/Engine /Users/Shared/UnrealEngine/4.13
LogTemp:Display: Executing iPhonePackager certificates Engine -bundlename com.YourCompany.
LogTemp:Display: CWD: /Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS
LogTemp:Display: Initial Dir: /Users/Shared/UnrealEngine/4.13/Engine
LogTemp:Display: Env CWD: /Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS
LogTemp:Display: BranchPath = MacBook///Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS/../.. --- GameBranchPath = MacBook///Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS/../..
LogTemp:Display: CERTIFICATE-Name:iPhone Developer: -------- (---------),Validity:VALID,StartDate:2017-01-18T16:22:41.0000000-05:00,EndDate:2018-01-18T16:22:41.0000000-05:00
LogTemp:Display: IPP ERROR: Failed to find embedded plist in .mobileprovision file LogTemp:Display: IPP ERROR: Application exception: System.NullReferenceException: Object reference not set to an instance of an object
----------------------------------------
LogTemp:Display: at iPhonePackager.MobileProvisionParser.ParseFile (System.String Filename) [0x00000] in :0
LogTemp:Display: at iPhonePackager.CodeSignatureBuilder.FindProvisions (System.String CFBundleIdentifier) [0x00000] in :0
LogTemp:Display: at iPhonePackager.Program.Main (System.String[] args) [0x00000] in :0
LogTemp:Display: Running Mono...
LogTemp:Display: Setting up Mono
LogTemp:Display: /Users/Shared/UnrealEngine/4.13/Engine /Users/Shared/UnrealEngine/4.13
LogTemp:Display: Executing iPhonePackager Install Engine -project /Users/------/Desktop/-------/-------.uproject -provision /Users/----/Downloads/profile.mobileprovision -bundlename com.YourCompany.[PROJECT_NAME]
----------------------------------------
LogTemp:Display: CWD: /Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS
LogTemp:Display: Initial Dir: /Users/Shared/UnrealEngine/4.13/Engine
LogTemp:Display: Env CWD: /Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS
LogTemp:Display: BranchPath = MacBook///Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS/../.. --- GameBranchPath = MacBook///Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS/../..
LogTemp:Display: ... '/Users/-----/Downloads/profile.mobileprovision' -> '/Users/-----/Library/MobileDevice/Provisioning Profiles/profile.mobileprovision'
LogTemp:Display: Copy: /Users/------/Downloads/profile.mobileprovision -> /Users/----/Library/MobileDevice/Provisioning Profiles/profile.mobileprovision, last modified at 1/19/2017 4:54:18 PM
LogTemp:Display: CERTIFICATE-Name:iPhone Developer: -------- (--------),Validity:VALID,StartDate:2017-01-18T16:22:41.0000000-05:00,EndDate:2018-01-18T16:22:41.0000000-05:00
LogTemp:Display: IPP ERROR: Failed to find embedded plist in .mobileprovision file LogTemp:Display: IPP ERROR: Application exception: System.NullReferenceException: Object reference not set to an instance of an object
----------------------------------------
LogTemp:Display: at iPhonePackager.MobileProvisionParser.ParseFile (System.String Filename) [0x00000] in :0
LogTemp:Display: at iPhonePackager.CodeSignatureBuilder.FindProvisions (System.String CFBundleIdentifier) [0x00000] in :0
LogTemp:Display: at iPhonePackager.Program.Main (System.String[] args) [0x00000] in :0
----------
My certificate however is correctly populated, but not green while still displaying a "valid" status.
When I use the launch function, I get the following weird messages when reaching the Deployment server log. Weird because they refer to odd bundle identifiers that are not set in my profile/cert.
LogPlayLevel: CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/IOS/DeploymentServer.exe" Backup -file "/Users/******/Desktop/*****_4_13_2_dev/Saved/StagedBuilds/IOS/Manifest_UFSFiles_IOS.txt" -file "/Users/******/Desktop/******_4_13_2_dev/Saved/StagedBuilds/IOS/Manifest_NonUFSFiles_IOS.txt" -device
f802f6dced1849143aa53390c53e5126 6f8d0fe2 -bundle com.YourCompany.******
----------------------------------------
LogPlayLevel: DeploymentServer: [deploy] Created deployment server.
LogPlayLevel: DeploymentServer: [DD] Trying to connect to mobile device running iOS ...
LogPlayLevel: DeploymentServer: [DD] Mobile Device '******???s iPad 3' connected
LogPlayLevel: DeploymentServer: [DD] ... Connected to bundle 'com.YourCompany.******'
----------------------------------------
LogPlayLevel: DeploymentServer: [DD] ... ... Finished copying to '/Users/******/Desktop/******_4_13_2_dev/Saved/StagedBuilds/IOS\****** iPad 3_Manifest_UFSFiles_IOS.txt' in 0.20 s
LogPlayLevel: DeploymentServer: [DD] ... ... Finished copying to '/Users/******/Desktop/******4_13_2_dev/Saved/StagedBuilds/IOS\******iPad 3_Manifest_NonUFSFiles_IOS.txt' in 0.01 s
LogPlayLevel: DeploymentServer: [DD]
LogPlayLevel: DeploymentServer: Exiting.
LogPlayLevel: CommandUtils.Run: Run: Took 5.207485s to run mono, ExitCode=0
LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND COMPLETED **********
LogPlayLevel: Project.Package: ********** PACKAGE COMMAND STARTED **********
LogPlayLevel: IOSPlatform.Package: Package /Users/******/Desktop/******_4_13_2_dev/******.uproject
LogPlayLevel: Getting IOS Deploy()
LogPlayLevel: Project: /Users/******/Desktop/******_4_13_2_dev/******_IOS.xcworkspace
LogPlayLevel: CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/UnrealBuildTool.exe" -XcodeProjectFile -project="/Users/******/Desktop/******_4_13_2_dev/******.uproject" -platforms=IOS -game -nointellisense -IOSdeployonly -ignorejunk -nocreatestub -NoHotReload -ignorejunk
LogPlayLevel: UnrealBuildTool: Discovering modules, targets and source code for project...
LogPlayLevel: UnrealBuildTool: Writing project files... 0%33%67%100%
LogPlayLevel: CommandUtils.Run: Run: Took 34.669411s to run mono, ExitCode=0
LogPlayLevel: CommandUtils.Run: Run: /usr/bin/env UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild build -workspace "/Users/******/Desktop/******_4_13_2_dev/******_IOS.xcworkspace" -scheme '******' -configuration "Development" -destination generic/platform=iOS -sdk iphoneos CODE_SIGN_IDENTITY="iPhone Developer"
LogPlayLevel: env: 2017-01-19 17:45:24.588 xcodebuild[58741:439867] [MT] PluginLoading: Required plug-in compatibility UUID DA4FDFD8-C509-4D8B-8B55-84A7B66AE701 for plug-in at path '~/Library/Application Support/Developer/Shared/Xcode/Plug-ins/Unity4XC.xcplugin' not present in DVTPlugInCompatibilityUUIDs
LogPlayLevel: env: Build settings from command line:
LogPlayLevel: env: CODE_SIGN_IDENTITY = iPhone Developer
LogPlayLevel: env: SDKROOT = iphoneos10.1
LogPlayLevel: env:
LogPlayLevel: env: 2017-01-19 17:45:31.782 xcodebuild[58741:439867] +dataWithFirstBytes:1024 ofFile:"/Users/Shared/UnrealEngine/4.13/Engine/Config/BaseEditorLayout.ini" failed, errno = 3
LogPlayLevel: env: === BUILD TARGET ****** OF PROJECT ****** WITH CONFIGURATION Development ===
LogPlayLevel: env:
LogPlayLevel: env: Check dependencies LogPlayLevel: env: ****** requires a provisioning profile. Select a provisioning profile for the "Development" build configuration in the project editor. LogPlayLevel: env: Code signing is required for product type 'Application' in SDK 'iOS 10.1' LogPlayLevel: env: LogPlayLevel: env: ** BUILD FAILED **
----------------------------------------
LogPlayLevel: env:
LogPlayLevel: env:
LogPlayLevel: env: The following build commands failed:
LogPlayLevel: env: Check dependencies
LogPlayLevel: env: (1 failure)
LogPlayLevel: CommandUtils.Run: Run: Took 17.834588s to run env, ExitCode=65
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: CodeSign Failed
----------------------------------------
LogPlayLevel: at IOSPlatform.CodeSign (System.String BaseDirectory, System.String GameName, UnrealBuildTool.FileReference RawProjectPath, UnrealTargetConfiguration TargetConfig, System.String LocalRoot, System.String ProjectName, System.String ProjectDirectory, Boolean IsCode, Boolean Distribution, System.String Provision, System.String Certificate, System
.String SchemeName, System.String SchemeConfiguration) [0x00000] in :0
LogPlayLevel: at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) [0x00000] in :0
LogPlayLevel: at Project.Package (AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in :0
LogPlayLevel: at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0
LogPlayLevel: at BuildCookRun.ExecuteBuild () [0x00000] in :0
LogPlayLevel: at AutomationTool.BuildCommand.Execute () [0x00000] in :0
LogPlayLevel: at AutomationTool.Automation.Execute (System.Collections.Generic.List`1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary`1 Commands) [0x00000] in :0
LogPlayLevel: at AutomationTool.Automation.Process (System.String[] Arguments) [0x00000] in :0
LogPlayLevel: at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in :0
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in :0
LogPlayLevel: at AutomationTool.Program.Main () [0x00000] in :0
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 70.473338
LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Launch failed! Failed to Code Sign
I’ve also tried renaming the Bundle Display Name, Bundle Name and Bundle Identifier to match the ones used when creating the App ID/Profile, to no avail.
I’ve tried: * for both Bundle Display name and Bundle Name, with com.testbuild.* as the Identifier, as well as com.testbuild. , or even com.testbuild.test
Always the same result.
10 hours later, still not working.
Any help will be quite appreciated.