Unreal Engine 5.3 and Xcode 15. Error compiling the project for testing on iOS devices.

I am trying to compile the unreal engine app on iOS devices. I’ve followed the steps and created the provisioning profile and the certificate. Unreal engine also detects those and are shown in green. However when I try and compile for testing by clicking platforms > iPad it gives the following error: CommandHousev2" requires a development team. Select a development team in the Signing & Capabilities editor. (in target ‘CommandHousev2’ from project ‘CommandHousev2 (IOS)’)
When I go and do that unreal engine again overwrites the xcode project file and removes the team from it. I’ve set the budleID in the defaultengine.ini file and I can see it in the project settings as well so that is not the issue.

Update: I just tried it with an empty firstperson game and I am getting the same error:

LogPlayLevel: UAT: Build description path: /Users/sohailqureshi/Documents/Unreal Projects/MobileTestGame/Saved/StagedBuilds/XCBuildData/f53e36722c13cef7f05dbb0d4eb5aeaa.xcbuilddata
LogPlayLevel: Error: UAT: /Users/sohailqureshi/Documents/Unreal Projects/MobileTestGame/Intermediate/ProjectFilesIOS/MobileTestGameGame (IOS).xcodeproj: error: Signing for “MobileTestGameGame” requires a development team. Select a development team in the Signing & Capabilities editor. (in target ‘MobileTestGameGame’ from project ‘MobileTestGameGame (IOS)’)
LogPlayLevel: UAT: ** BUILD FAILED **

along with the following errors:

LogPlayLevel: UAT: ********** DEPLOY COMMAND STARTED **********
LogPlayLevel: UAT: Running: /Users/Shared/Epic Games/Fortnite/UE_5.3/Engine/Extras/ThirdPartyNotUE/libimobiledevice/Mac/ideviceinstaller -u 00008027-000819E036E8002E -i “/Users/sohailqureshi/Documents/Unreal Projects/MobileTestGame/Saved/StagedBuilds/IOS/MobileTestGame.app”
LogPlayLevel: Error: UAT: ERROR: stat: /Users/sohailqureshi/Documents/Unreal Projects/MobileTestGame/Saved/StagedBuilds/IOS/MobileTestGame.app: No such file or directory
LogPlayLevel: UAT: Took 0.36s to run ideviceinstaller, ExitCode=255
LogPlayLevel: UAT: Command failed (Result:255): /Users/Shared/Epic Games/Fortnite/UE_5.3/Engine/Extras/ThirdPartyNotUE/libimobiledevice/Mac/ideviceinstaller -u 00008027-000819E036E8002E -i “/Users/sohailqureshi/Documents/Unreal Projects/MobileTestGame/Saved/StagedBuilds/IOS/MobileTestGame.app”. See logfile for details: ‘ideviceinstaller-2023.11.17-18.26.12.txt’
LogPlayLevel: UAT: AutomationTool executed for 0h 1m 21s
LogPlayLevel: UAT: AutomationTool exiting with ExitCode=255 (255)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 44.407641
LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 255
PackagingResults: Error: Launch failed! Unknown Error

2 Likes

are u on paid apple developer acc?

im on UE5.3.2 download from Epic Launcher, Xcode 15.0.1 , Sonoma 14.1
non-paid apple developer acc

unsuccessful at deploying UE5.3.2 test to iOS(iPhone/iPad)

had luck before at UE5.1 months ago

the new UE5.3.x “Modernized Xcode Workflow” is abit confusing/not work
disabled

back to Project settings > Platforms > iOS >
manual “importing Provision” & “import Certificate” both “valid”
got “Provision”(expire 6days) “Certificate”(expire 1 year) from xcode
try quick launch to iOS(iphone) …error log below

LogPlayLevel: UAT: Build description path: /Users/jack0/My Work/UNREAL PROJECTS/playtest6/Intermediate/ProjectFilesIOS/build/XCBuildData/4b093fe05dde02799c7752a466f80c2e.xcbuilddata
LogPlayLevel: Error: UAT: /Users/jack0/My Work/UNREAL PROJECTS/playtest6/Intermediate/ProjectFilesIOS/UnrealGame (IOS).xcodeproj: error: Signing for "UnrealGame" requires a development team. Select a development team in the Signing & Capabilities editor. (in target 'UnrealGame' from project 'UnrealGame (IOS)')
LogPlayLevel: UAT: ** BUILD FAILED **
LogPlayLevel: UAT: Took 7.24s to run env, ExitCode=65
LogPlayLevel: UAT: CodeSign Failed
LogPlayLevel: UAT: (see /Users/jack0/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
LogPlayLevel: UAT: AutomationTool executed for 0h 1m 58s
LogPlayLevel: UAT: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 93.835034
LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: Launch failed! Failed to Code Sign

download UE5.2.1 from epic launcher follow the same above steps
error log

LogPlayLevel: UAT: Build description path: /Users/Shared/Epic Games/UE_5.2/Engine/Intermediate/ProjectFilesIOS/build/XCBuildData/6d1580cebb8d120a7532aec6500cac22.xcbuilddata
LogPlayLevel: Error: UAT: /Users/Shared/Epic Games/UE_5.2/Engine/Intermediate/ProjectFilesIOS/UE5.xcodeproj: error: Provisioning profile "iOS Team Provisioning Profile: com.jump.play" is Xcode managed, but signing settings require a manually managed profile. (in target 'UE5' from project 'UE5')
LogPlayLevel: UAT: ** BUILD FAILED **
LogPlayLevel: Warning: UAT: warning: SDK condition on SDKROOT is unsupported, so the SDKROOT[sdk=macosx*] assignment at the target level will be ignored. (in target 'UE5' from project 'UE5')
LogPlayLevel: Warning: UAT: warning: SDK condition on SDKROOT is unsupported, so the SDKROOT[sdk=iphoneos] assignment at the target level will be ignored. (in target 'UE5' from project 'UE5')
LogPlayLevel: UAT: Took 17.434236000000002s to run env, ExitCode=65
LogPlayLevel: Error: UAT: ERROR: CodeSign Failed
LogPlayLevel: UAT:        (see /Users/jack0/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
LogPlayLevel: UAT: AutomationTool executed for 0h 9m 46s
LogPlayLevel: UAT: AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 95.577197
LogPlayLevel: Error: UAT: RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: Launch failed! Failed to Code Sign
1 Like

Thank you for your reply. I am using a paid apple developer account. I will try on UE 5.2.1 and report back the error that I get, if any. I am surprised that no one else has faced this as I am just building a basic 3 person game and even that’s giving an error.

what MacOS version & xcode version are u on?

I’m using Mac OS Sonoma M1 Macbook Pro. Xcode version 15.0.1

5.2.1 didn’t work for me either. However, I got a different error

AutomationException: CodeSign Failed
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) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs:line 1184
at IOSPlatform.Package(ProjectParams Params, DeploymentContext SC, Int32 WorkingCL) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/IOS/IOSPlatform.Automation.cs:line 772
at AutomationScripts.Project.Package(ProjectParams Params, Int32 WorkingCL) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/Scripts/PackageCommand.Automation.cs:line 48
at BuildCookRun.DoBuildCookRun(ProjectParams Params) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/Scripts/BuildCookRun.Automation.cs:line 223
at BuildCookRun.ExecuteBuild() in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/Scripts/BuildCookRun.Automation.cs:line 42
at AutomationTool.BuildCommand.Execute() in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/AutomationUtils/BuildCommand.cs:line 344
at AutomationTool.BuildCommand.ExecuteAsync() in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/AutomationUtils/BuildCommand.cs:line 353
at AutomationTool.Automation.ExecuteAsync(List1 CommandsToExecute, Dictionary2 Commands) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/AutomationUtils/Automation.cs:line 257
at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in /Users/build/Build/++UE5/Sync/Engine/Saved/CsTools/Engine/Source/Programs/AutomationTool/AutomationUtils/Automation.cs:line 156

AutomationTool executed for 0h 1m 28s
AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)

Hi. I resolved the “Select a development team in the Signing & Capabilities editor” error in 5.3.2 in a hacky way. I did it by opening the xcode project in the project directory (in my case Projects/mobiledemo/Intermediate/ProjectFilesIOS/mobiledemoGame (IOS).xcodeproj). I changed the team in the signing and capability section. I started the packaging process and waited for unreal engine to over-write this file. The moment it over-wrote it I quickly changed the team in signing and capabilities section lol. It fixed the issue but now I have another one, the unreal engine can’t create the .app file:
LogPlayLevel: Error: UAT: ERROR: stat: /Users/sohailqureshi/Documents/Unreal Projects/mobiledemo/Saved/StagedBuilds/IOS/mobiledemo.app: No such file or directory

Getting a little frustrated as I’ve been stuck on this for over a week now :frowning:

3 Likes

Hey stg710,
Did you manage to come around this issue??
I’m also struggling with it…

UE5.3 use Modernized Xocde Project build it. Make sure Your XCode Version is > Xcode15.


The easy way is that You can use Auto Code Sigining and input your teamId.

The Xcode project miss a Code Sigin pass. So if you pack the app and then use Xcode run compile it. You will get a another code sigin error. You can copy the Auto Code Sigining from the UE pack editor and make a Run Script in the last step of the Build Phases.


@MatosItai @stg710 @jackkhor

4 Likes

I had the same problem explained from the original poster, the xcode project for my game was regenerated every time I ran RunUAT.command from command line, losing the ‘Development Team’ option.
You could add the id of the development team in the file /YourEngineDirectory/Engine/Config/BaseEngine.ini in the following section:

[/Script/MacTargetPlatform.XcodeProjectSettings]
bUseModernXcode=true
bUseAutomaticCodeSigning=true
bMacSignToRunLocally=false
CodeSigningTeam=ABCD1234EF

be sure to use bUseModernXcode to true and note that CodeSigningTeam= it’s not the human readable name that you find in XCODE, but the ID that you can see logging on developer.apple.com with your account and going in ‘Membership details’.