So I also had this issue, and found a temporary solution.
Note that this is not a final solution, as this change breaks distro signing, but it got me up and running again.
TEAM_ID should be replaced with the identifier you can find in the provisioning profile. (E.G. if the full ID in the profile is ‘ABCDEFGHIJK.com.CompanyName.GameName’ then it will be ABCDEFGHIJK)
This relies on automatic signing to sign the IPA, which isn’t ideal. (As it doesn’t let you sign specifically with the Distro certificate)
We’re currently working on a better solution which uses manual signing, however this should get you up and working again.
Hope that helps.
EDIT: As @gameDNA studio mentions in his answer if this doesn’t work at first, use the TEAM_ID from your Distro profile.
Unreal signs the stub ipa before sending it back to your PC, which because Apple changed the signing process in XCode 8.0, now fails.
Remote building is the only time this project gets used.
Have a look at: /Users/USERNAME/UE4/Builds/PATH/TO/GAME/GAMENAME/Binaries/IOS/UE4_FromPC.xcodeproj
This is the project that gets generated.
What you’ll have to do next is show the UE4_FromPC.xcodeproj package contents, create a copy of project.pbxproj somewhere, then open UE4_FromPC.xcodeproj, go to the general settings of the target and turn on managed signing and make sure it’s automatic.
Then diff the old and new versions of the project.pbxproj file and replicate the differences in the Engine\Source\Programs\UnrealBuildTool\System\XcodeProject.cs file
Make sure you use the correct UID’s if you add a section.
the tl;dr is it’s not the certificates that are the issue, but the generated project.
Still doesn’t work But interesting is that UE4_FromPC.xcodeproj directly on Mac also doesn’t package… But if I create new Xcode sample project with the same identifier and provision profile it works… So it’s definitely a problem with generating Xcode project by UE4.
Indeed changes by FacePalm.exe (thank you!) to XcodeProject.cs works… I previously provided development TEAMID because I was doing dev build… but it looks like it should be always production TEAMID even if you are packaging build for dev…
Still this is only workaround because it requires modyfiying code (problem exists also in Launcher engine version) and moreover TEAMID is hardcoded…
So Epic please fix this ASAP because this issue is critical for iOS devs with Rsync enabled.