How to fix "signing key not found." on Mac when building iOS
I can't get the Launch to work on my iOS device when running on Mac. Followed tutorial, didn't work.
Get error:"Signing key not found. The app could not be digitally signed, because the signing key is not configured."
Eventually revoked, deleted and recreated all my dev keys, profiles, and certs to make sure it wasn't an old one causing confusion. I am able to build and load a native xcode project on device, but can't get past this error in Unreal. What exactly is this issue and what further can I try to troubleshoot it?
Here's what I found in the source...
It's happening during the execution of FIOSTargetPlatform::DoesntHaveRequirements, when Unreal is actually trying to Mono along with iphonepackager.exe on Mac's to check whether a build is possible.
It looks like this error happens when mono is used to run validation with the unrealiphonepackager.exe using the command line Validate Engine -project. Why would this be returning this error 12 or 13? I looked at the command line options and didn't see a way to setup the signing key from command line. Isn't it going to always return this error on Mac, then? Does iphonepackager know how to check a mac for the right config if it can't ever launch a GUI and has no command line config function when running from Mono?
I can't use any of the command line functions that display interface on Mac when running from Mono like Unreal does because iphonepackager.exe throws System.TypeInitializationException: An exception was thrown by the type initializer for System.Windows.Forms.ThemeEngine.
So, I have 2 specific ideas about workaround/fix?
Yes on mac, IPP uses the certtool to find the signing certificate that is referenced by the provision which matches the game bundle identifier. If it is failing this means one of three things: 1) The provision that was found doesn't have a matching signing certificate, 2) the matching signing certificate has expired, or 3) there is a bug in the detection code. I ran the detection algorithm through all of our potential certificates and cases, but that doesn't mean that was exhaustive.
If you could post your editor log from a run which fails, I should be able to determine which of the three is the case, or at least have more information as the IPhonePackager command is logged to that log and will show me what it finds.
answered Oct 22 '14 at 03:30 PM
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