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][1])
([Link2][2])
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 :

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

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

still get this in UE4.10 preview

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 :

i hope it helps, dont just read my answer, read all 5~6 comments, each of us found something that helps :slight_smile: