Game Center/Google Play stopped connecting

Not sure what changed to break it, but previously I was able to log into Game Center fine when launching an iOS game, and now I can’t. I’ve tried this with multiple projects, including Tappy Chicken, on both a PC and a Mac, in both 4.10 and 4.11. Game Center will never connect. The “Show external login UI” node always returns a failure.
I pulled the full version of my project from iTunes using TestFlight, and Game Center was also failing in that.
I tried downloading the full version of Tappy Chicken from the App Store, and Game Center worked in it.
It’s only failing in projects that I either launch or package from UE4 myself.

-Edit-
Android seems to be doing the same thing with Google Play, again not limited to a single project.
Also interesting is that banner ads are working fine.

I’ve made some progress on this issue. It seems the problem, at least for iOS, was me converting it into a C++ project. Apparently this will stop game center from working, unless certain code is added to the target.CS. It was recommended to get this code from the unreal match 3 project, so I just copied it over and changed the project references.
Now though, the project will not launch at all, and I don’t understand the issue referenced in the log.

-Log to follow-

LogPlayLevel: Automation.Process: Setting up command environment.

LogPlayLevel: Automation.Process: Compiling scripts.

LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for /Users/grimw/Documents/Unreal Projects/DapperBat/DapperBat.uproject

LogPlayLevel: DynamicCompilation.CompileAssembly: Messages while compiling /var/folders/mm/6bmx378s5255q0dgf5txh0pw0000gn/T/UAT/+Users+Shared+UnrealEngine+4.11/Rules/UATRules935126411.dll:

LogPlayLevel: DynamicCompilation.CompileAssembly: WARNING: /Users/grimw/Documents/Unreal Projects/DapperBat/Source/DapperBat.Target.cs(26,26) : warning CS0672: Member DapperBatTarget.GetModulesToPrecompile(UnrealBuildTool.TargetInfo, System.Collections.Generic.List)' overrides obsolete member UnrealBuildTool.TargetRules.GetModulesToPrecompile(Unrea
lBuildTool.TargetInfo, System.Collections.Generic.List)’. Add the Obsolete attribute to `DapperBatTarget.GetModulesToPrecompile(UnrealBuildTool.TargetInfo, System.Collections.Generic.List)’

LogPlayLevel: DynamicCompilation.CompileAssembly: ERROR: (0,0) : error : /Users/Shared/UnrealEngine/4.11/Engine/Binaries/DotNET/UnrealBuildTool.exe (Location of the symbol related to previous warning)

LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: ERROR: UnrealBuildTool encountered an error while compiling source files

LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

LogPlayLevel: Domain_ProcessExit

LogPlayLevel: Completed Launch On Stage: Build Task, Time: 6.396360

LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.

PackagingResults:Error: Error Launch failed! Unknown Error

I think this is saying the issue is on line 26 of the target.CS, which looks like this;

public override void GetModulesToPrecompile(TargetInfo Target, List ModuleNames)

I added this code to the build.CS, and game center will now run, but ads will not. Whether it’s the built-in banner ads or ones from the universal mobile ads plugin, the log says that the ads could not be found and nothing shows up in game;

    if ((Target.Platform == UnrealTargetPlatform.IOS))
    {
        PrivateDependencyModuleNames.Add("OnlineSubsystem");
        DynamicallyLoadedModuleNames.Add("OnlineSubsystemIOS");
        PrivateDependencyModuleNames.Add("Advertising");
        PrivateDependencyModuleNames.Add("IOSAdvertising");
    }

I’ve been able to confirm that the issue was with the project itself, and not with my ad network set up.
The only documentation I could find on this said that I need to add certain code to the target.CS, just as I posted earlier. Again though, this prevents it from launching.

Interestingly, it turns out that the Unreal Match 3 project will not launch either. It has the same issue created by adding the suggested code.