Build for iOS (iPhone) without Developer Account from a Mac or Windows device

EliasWick
Thu, 19 Jan 2023 19:01:24 +0000
International

If I wish to package for an iOS device, more specifically an iPhone 12. I have a Mac and a Windows PC I am able to use for building / packaging the game. I wish to do so without an Apple Developer Account.

I get a code signing error explaining that I require a provisioning profile which is expected when packaging for iOS. This makes the process exit with an error:

UATHelper: Packaging (IOS): Code Signing Error: "UE5" requires a provisioning profile. Select a provisioning profile in the Signing & Capabilities editor.
UATHelper: Packaging (IOS): Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 13.6'
PackagingResults: Error: "UE5" requires a provisioning profile. Select a provisioning profile in the Signing & Capabilities editor.
PackagingResults: Error: Code signing is required for product type 'Application' in SDK 'iOS 13.6'
UATHelper: Packaging (IOS): ** BUILD FAILED **
UATHelper: Packaging (IOS): The following build commands failed:
UATHelper: Packaging (IOS):    Check dependencies
UATHelper: Packaging (IOS): (1 failure)
UATHelper: Packaging (IOS): Took 12.849020000000001s to run env, ExitCode=65
UATHelper: Packaging (IOS): ERROR: CodeSign Failed
UATHelper: Packaging (IOS):        (see /Users/cassandragavelin/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
PackagingResults: Error: CodeSign Failed
UATHelper: Packaging (IOS): AutomationTool executed for 0h 1m 40s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign)
UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 32
PackagingResults: Error: Failed to Code Sign

What I have tried:

I have tried to package the project for iOS.

I have tried to launch the project with my iPhone connected to the Mac.

Both return the same packaging error as listed above.

What I have tried on a second pass:

I have tried to generate a provisioning profile using Xcode, but get this error now:

LogPlayLevel: Error: Code Signing Error: Provisioning profile "iOS Team Provisioning Profile: test.test" is Xcode managed, but signing settings require a manually managed profile.

What I have tried on a third pass:

I turned on the feature to use Xcode to handle signing and entered my Team ID, which have lead me to finally build the actual .ipa file, but I get this error as the executable is building for the iPhone:

LogPlayLevel: Error: ERROR: Install failed. Got error "ApplicationVerificationFailed" with code 0xe8008015: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.v6j2in/extracted/Payload/UnrealGame.app : 0xe8008015 (A valid provisioning profile for this executable was not found.)

The plan is to only use the app on one specific iPhone, and will not be uploaded to the apple store, or any other location. Is there a way to package for iOS without a provisioning profile, or generating one without a Developer Account?

Any help regarding the subject will be appreciated!

5 posts - 2 participants