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[Closed] Can't import iOS MobileProvision on OSX10.11

Hi, (first sorry for my poor english)
I am using UE4.9.2, Xcode 7.0.1 and OSX 10.11 and now I can't launch my app to iOS devices or package ipa. the Output Logs is put at the bottom of my question.

And I just can't import iOS MobileProvision, I have searched a lot in the answerhub and seems there is only 2 similar questions:
(Link1)
(Link2)
I downloaded my .cer and .mobileprovision from apple dev center , and I go to UE4editor->Project Settings->Platforms->iOS->Mobile Provision, and I click both "import" button ,select my files ,and when I hit "open" , the whole setting panel didn't change -- still showing "NO MobileProvision found. please import a provision" .
What should I do now? Thanks.

Output Logs : alt text

 LogPlayLevel: mono: [DD] Installing IPA on device 'Fincher??? iPhone' ...
 LogPlayLevel: mono: [DD]  ... Install is 5% complete at phase 'CreatingStagingDirectory'
 LogPlayLevel: mono: [DD]  ... Install is 15% complete at phase 'ExtractingPackage'
 LogPlayLevel: mono: [DD]  ... Install is 20% complete at phase 'InspectingPackage'
 LogPlayLevel: mono: [DD]  ... Install is 20% complete at phase 'TakingInstallLock'
 LogPlayLevel: mono: [DD]  ... Install is 30% complete at phase 'PreflightingApplication'
 LogPlayLevel: mono: [DD]  ... Install is 30% complete at phase 'InstallingEmbeddedProfile'
 LogPlayLevel: mono: [DD]  ... Install is 40% complete at phase 'VerifyingApplication'
 LogPlayLevel: mono: Install \ Update of "OribtalEpoch.ipa" failed with Unable to validate signature (there is a problem with a signed code resource) (0xE8008017) in 13.45 seconds
 LogPlayLevel: mono: [DD]
 LogPlayLevel: mono: Exiting.
 LogPlayLevel: CommandUtils.Run: Run: Took 24.154426s to run mono, ExitCode=1
 LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
 LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
 LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:1): /Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS/DeploymentServer.exe Install -ipa "/Users/Fincher/Desktop/Fincher/Develop/Unreal/OribtalEpoch/Binaries/IOS/OribtalEpoch.ipa" -device d09406af1368ca7aec39d6db6954d182f2267555 -additionalcommandline "-SessionId=B7A42A58114499F6E9A4168E713284A1 -SessionOwner=Fincher -SessionName='Play On Device'". See logfile for details: 'DeploymentServer-2015.10.10-23.42.00.txt'
 LogPlayLevel: Stacktrace:   at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
 LogPlayLevel:   at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
 LogPlayLevel:   at IOSPlatform.Deploy (AutomationTool.ProjectParams Params, DeploymentContext SC) [0x00000] in <filename unknown>:0
 LogPlayLevel:   at Project.Deploy (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
 LogPlayLevel:   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
 LogPlayLevel:   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0
 LogPlayLevel:   at BuildCommand.Execute () [0x00000] in <filename unknown>:0
 LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
 LogPlayLevel: Domain_ProcessExit
 LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 37.768501
 LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.
 PackagingResults:Error: Error Deployment failed! Unknown Error
 LogTemp:Display: Running Mono...
 LogTemp:Display: Setting up Mono
 LogTemp:Display: /Users/Shared/UnrealEngine/4.9/Engine /Users/Shared/UnrealEngine/4.9
 LogTemp:Display: Executing iPhonePackager certificates Engine -bundlename com.JustZht.OribtalEpoch
 LogTemp:Display: CWD: /Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS
 LogTemp:Display: Initial Dir: /Users/Shared/UnrealEngine/4.9/Engine
 LogTemp:Display: Env CWD: /Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS
 LogTemp:Display: BranchPath = FincherdeMBP.lan///Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS/../.. --- GameBranchPath = FincherdeMBP.lan///Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS/../..
 LogTemp:Display: IPP ERROR: Application exception: System.ArgumentOutOfRangeException: Cannot be negative.
 LogTemp:Display: Parameter name: length
 LogTemp:Display:   at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 
 LogTemp:Display:   at iPhonePackager.CodeSignatureBuilder.FindCertificates () [0x00000] in <filename unknown>:0 
 LogTemp:Display:   at iPhonePackager.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 


Product Version: UE 4.9
Tags:
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asked Oct 10 '15 at 04:04 PM in Packaging & Deployment

avatar image

JustZht
1 1 2 4

avatar image JustZht Oct 10 '15 at 05:06 PM

EDIT: It seems when adding MobileProvision,
log out are:

 Running Mono...
 LogTemp:Display: Setting up Mono
 LogTemp:Display: /Users/Shared/UnrealEngine/4.9/Engine /Users/Shared/UnrealEngine/4.9
 LogTemp:Display: Executing iPhonePackager certificates Engine -bundlename com.JustZht.OribtalEpoch
 LogTemp:Display: CWD: /Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS
 LogTemp:Display: Initial Dir: /Users/Shared/UnrealEngine/4.9/Engine
 LogTemp:Display: Env CWD: /Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS
 LogTemp:Display: BranchPath = FincherdeMBP.lan///Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS/../.. --- GameBranchPath = FincherdeMBP.lan///Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/IOS/../..
 LogTemp:Display: IPP ERROR: Application exception: System.ArgumentOutOfRangeException: Cannot be negative.
 LogTemp:Display: Parameter name: length
 LogTemp:Display:   at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 
 LogTemp:Display:   at iPhonePackager.CodeSignatureBuilder.FindCertificates () [0x00000] in <filename unknown>:0 
 LogTemp:Display:   at iPhonePackager.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 
avatar image JustZht Oct 16 '15 at 03:31 AM

still get this in UE4.10 preview

avatar image ImmortaLeader Nov 17 '15 at 12:06 AM

Hi Just I saw u commented on my question too, (2 month ago ) and me,u and a few people have problems like this, me and other somehow managed to overcome this issue. check the link again : https://answers.unrealengine.com/questions/308945/fail-to-import-provioson-in-49.html i hope it helps, dont just read my answer, read all 5~6 comments, each of us found something that helps :)

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The question has been closed Jul 01 '16 at 08:50 PM by Samantha Sutton for the following reason:

Issue is now outdated. If you are still experiencing this issue, please make a new post for assistance. Thanks!


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