Unable to package/deploy to iOS on a MAC machine

Hi all,

I do have experienced in developing iOS app in WINDOWS machine.

But recently I need to add in some custom C++ code to my project therefore I clone my project into a MAC machine but I failure to deploy/package my project.

To make thing simple, I create a new project for both BP base and Code base using a 3rd person template, but still I am unable to deploy/package the project at all.

I did successful create provision and imported into UE, it showed Green Color text to sign in project Setting under iOS tab. Follow as below guideline
https://docs.unrealengine.com/latest/INT/Platforms/iOS/QuickStart/3/

Below are the log files i copy from the output log. Please someone help me what has I did wrong or missing step. Thank you.

windowsUATHelper: Packaging (iOS): Project.Cook: ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (iOS): Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (iOS): Project.WriteStageCommandline: Creating UE4CommandLine.txt
UATHelper: Packaging (iOS): Project.CreateStagingManifest: Creating Staging Manifest…
UATHelper: Packaging (iOS): CookPlat IOS, this IOSPlatform
UATHelper: Packaging (iOS): Getting IOS Deploy()
UATHelper: Packaging (iOS): Project.CleanStagingDirectory: Cleaning Stage Directory: /Users/fm-mac2/Documents/Unreal Projects/BP_test/Saved/StagedBuilds/IOS
UATHelper: Packaging (iOS): Project.CreatePakUsingStagingManifest: Creating pak using staging manifest.
UATHelper: Packaging (iOS): Project.RunUnrealPak: Running UnrealPak *******
UATHelper: Packaging (iOS): CommandUtils.Run: Run: /Users/Shared/UnrealEngine/4.13/Engine/Binaries/Mac/UnrealPak “/Users/fm-mac2/Documents/Unreal Projects/BP_test/Saved/StagedBuilds/IOS/cookeddata/bp_test/content/paks/bp_test-ios.pak” -create=“/Users/fm-mac2/Library/Logs/Unreal Engine/LocalBuildLogs/PakList_bp_test-ios.txt” -installed -order=“/Users/fm-mac2/
Documents/Unreal Projects/BP_test/Build/IOS/FileOpenOrder/CookerOpenOrder.log” -UTF8Output -multiprocess
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Loading response file /Users/fm-mac2/Library/Logs/Unreal Engine/LocalBuildLogs/PakList_bp_test-ios.txt
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Added 1026 entries to add to pak file.
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Loading pak order file /Users/fm-mac2/Documents/Unreal Projects/BP_test/Build/IOS/FileOpenOrder/CookerOpenOrder.log…
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Finished loading pak order file /Users/fm-mac2/Documents/Unreal Projects/BP_test/Build/IOS/FileOpenOrder/CookerOpenOrder.log.
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Collecting files to add to pak file…
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Collected 1026 files in 0.00s.
UATHelper: Packaging (iOS): UnrealPak: LogPakFile:Display: Added 1026 files, 156917762 bytes total, time 0.00s.
UATHelper: Packaging (iOS): CommandUtils.Run: Run: Took 8.790624s to run UnrealPak, ExitCode=0
UATHelper: Packaging (iOS): Project.RunUnrealPak: UnrealPak Done *******
UATHelper: Packaging (iOS): Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: /Users/fm-mac2/Documents/Unreal Projects/BP_test/Saved/StagedBuilds/IOS
UATHelper: Packaging (iOS): Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND COMPLETED **********
UATHelper: Packaging (iOS): Project.Package: ********** PACKAGE COMMAND STARTED **********
UATHelper: Packaging (iOS): IOSPlatform.Package: Package /Users/fm-mac2/Documents/Unreal Projects/BP_test/BP_test.uproject
UATHelper: Packaging (iOS): Getting IOS Deploy()
UATHelper: Packaging (iOS): Project: /Users/Shared/UnrealEngine/4.13/Engine/BP_test_IOS.xcworkspace
UATHelper: Packaging (iOS): CommandUtils.Run: Run: mono “/Users/Shared/UnrealEngine/4.13/Engine/Binaries/DotNET/UnrealBuildTool.exe” -XcodeProjectFile -project=“/Users/fm-mac2/Documents/Unreal Projects/BP_test/BP_test.uproject” -platforms=IOS -game -nointellisense -IOSdeployonly -ignorejunk -nocreatestub -NoHotReload
UATHelper: Packaging (iOS): UnrealBuildTool: Discovering modules, targets and source code for project…
UATHelper: Packaging (iOS): UnrealBuildTool: Writing project files… 0%50%100%
UATHelper: Packaging (iOS): CommandUtils.Run: Run: Took 17.780211s to run mono, ExitCode=0
UATHelper: Packaging (iOS): CommandUtils.Run: Run: /usr/bin/env UBT_NO_POST_DEPLOY=true /usr/bin/xcrun xcodebuild build -workspace “/Users/Shared/UnrealEngine/4.13/Engine/BP_test_IOS.xcworkspace” -scheme ‘UE4’ -configuration “Development” -destination generic/platform=iOS -sdk iphoneos CODE_SIGN_IDENTITY=“iPhone Developer”
UATHelper: Packaging (iOS): env: Build settings from command line:
UATHelper: Packaging (iOS): env: CODE_SIGN_IDENTITY = iPhone Developer
UATHelper: Packaging (iOS): env: SDKROOT = iphoneos10.0
UATHelper: Packaging (iOS): env:
UATHelper: Packaging (iOS): env: 2016-09-19 16:28:53.851 xcodebuild[20296:482049] +dataWithFirstBytes:1024 ofFile:“/Users/Shared/UnrealEngine/4.13/Engine/Config/BaseEditorLayout.ini” failed, errno = 3
UATHelper: Packaging (iOS): env: === BUILD TARGET UE4 OF PROJECT UE4 WITH CONFIGURATION Development ===
UATHelper: Packaging (iOS): env:
UATHelper: Packaging (iOS): env: Check dependencies
UATHelper: Packaging (iOS): env: UE4 requires a provisioning profile. Select a provisioning profile for the “Development” build configuration in the project editor.
UATHelper: Packaging (iOS): env: Code signing is required for product type ‘Application’ in SDK ‘iOS 10.0’
UATHelper: Packaging (iOS): env:
UATHelper: Packaging (iOS): env: ** BUILD FAILED **
UATHelper: Packaging (iOS): env:
UATHelper: Packaging (iOS): env:
UATHelper: Packaging (iOS): env: The following build commands failed:
UATHelper: Packaging (iOS): env: Check dependencies
UATHelper: Packaging (iOS): env: (1 failure)
UATHelper: Packaging (iOS): CommandUtils.Run: Run: Took 20.312375s to run env, ExitCode=65
UATHelper: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: CodeSign Failed
UATHelper: Packaging (iOS): 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 Certi
ficate, System.String SchemeName, System.String SchemeConfiguration) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at IOSPlatform.Package (AutomationTool.ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at Project.Package (AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at AutomationTool.BuildCommand.Execute () [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at AutomationTool.Automation.Execute (System.Collections.Generic.List1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary1 Commands) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at AutomationTool.Automation.Process (System.String] Arguments) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): at AutomationTool.Program.Main () [0x00000] in <filename unknown>:0
UATHelper: Packaging (iOS): Program.Main: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Failed to Code Sign

I found the solution.

Previously I am using Wild Card Bundle ID.

Re-create the Bundle ID with exact name and checked the Provision use to signing in Project Setting.

Thanks