iOS10 deploy fails

Dear Epic Games,
For unknown reasons the normal depolyment of iOS projects fail using macOS Sierra, Xcode 8 and iOS 10!
unknown reasons = the problem seems the CodeSigning - since that fails. But there aren’t any issues with that at all!
I tried bascially every possible way:

  1. Using the Adhoc Mobileprovision Profile to deploy (even i read i can’t debug using it)
  2. Copy the Mobileprovision Profiles into the iOS Build folder (checking them within the ios project settings)
  3. Resetting everyhing (start with a clean system)
  4. Reimporting the certificates (just make new certificates and provision certs)
  5. Also just packaging fails

Interesting is that i can develop and deploy apps to my iPhone/iPad/iWhatEver without problems via Xcode 8!
I have a theory that the new Xcode might cause that problem. Since it fixes for you the provisioning / cert problem when you haven’t solved it your self and maybe it also obfuscates the files location?!
Either way it’s terribly frustrating. And yes! On Xcode 7 and OS X 10.11 it works/worked just fine!
Maybe you have an idea?!

Vasco,

Thank you for providing the information you did - but would you please upload the error output logs as a .txt file so I can see the full error?

Also, are you testing in 4.13 or 4.13.1? If you’re in 4.13, could you test in 4.13.1?

Thank you!

I was testing on both 4.13 and 4.13.1 | Log comes in a bit

[link text][1]

109206-log.txt (2.1 MB)

missed the reply… button - you find the log.txt in my reply-not-reply :wink:

Any news on the topic?

Vasco,

Thank you for your patience.

Are you positive that you’re using the correct provision that’s for your project? According to the error, it’s not the proper provision and/or certificate for the project you’re packaging for.

UATHelper: Packaging (iOS): env: Provisioning profile "RFTDevelopmentAdhoc" doesn't include signing certificate "iPhone Developer:  (YXA4Y4RPEM)".
UATHelper: Packaging (iOS): env: Code signing is required for product type 'Application' in SDK 'iOS 10.0'

Thanks!

Hi (ha…, like the one in Bewitched?!),

I had a dozen Provisioning profiles in UE4…
I’m quite positive i used the right one! Basically, the same I used with El Capitan and Xcode 7 which worked.

As pointed out I’ve also reset everything and tried it with a new set of Provisioning profiles too.

Since you’re sure that you’re using the correct provisioning profile, I’m going to provide you with some documentation that I’ve found for this specific error:

  • [AnswerHub: Provisioning error][1]
  • [Stackoverflow: Code signing is required][2]
  • [Unreal Engine 4 Forums][3]

I hope one of these solutions will help you with the issue that you’re running in to. If one does, please let us know what it is so we can keep up to date with that information in case someone runs into it later! :slight_smile:

Ios deploy error - Mobile - Epic Developer Community Forums
[2]: xcode4.3 - Code signing is required for product type 'Application' in SDK 'iOS5.1' - Stack Overflow
[3]: Unable to package/deploy to iOS on a MAC machine - Mobile - Epic Developer Community Forums

HI

  • Well, I reinstalled macOS Sierra
  • Setup again a new developer certificate and also did completely new provisioning profiles
    And after having installed Xcode I didn’t log it into my Apple ID so I just deal with the local files

Nothing worked!
But Unreal Engine on one hand acknowledges my certificate and profiles are valid, while when I want to package / build the project…, it says they aren’t there and refuses to package!

Please review [this documentation][1] to see if it’s helpful in resolving the issue you’re running in to.

We are still looking into the issue, but wanted to pass this along.

Thanks!

Migrating Code Signing Configurations to Xcode 8

thanks for the interesting read! :slight_smile:

Now - I tried something out.
I installed UE4.12.5 and everything worked with Xcode 8 just fine.
And I got an UE4Game.ipa.

Which is… interesting! :slight_smile:

Your screenshots show that you have a Distribution provision and a Development certificate selected.

This is why the log states: UATHelper: Packaging (iOS): env: Provisioning profile “RFTDevelopmentAdhoc” doesn’t include signing certificate “iPhone Developer: (YXA4Y4RPEM)”.

If you do not manually pair the provisions and certificates, it should correct itself on its own.

We did have UE-35316 which has been fixed as of 4.13.1 which was a pairing bug issue, where you had to manually pair the certificates and provisions. But you don’t have to do that anymore.

I hope this helps!

Well - thanks for the effort to solve this!

Sadly the only way I could solve the issue was to role back to unreal engine 4.12.5 - here - everything (the new and the old provisioning profiles - “RFTdevelopment” for instance) work just fine!

I want to note: that I usually never used “RFTDevelopmentAdhoc” to deploy to my iOS devices, it was simply my last attempt trying it out, after I’ve read several answerhub articles and suggestions. Before I decided to write you guys. I just forgot to point out that I tested every available provisioning profile not just the one that might not work anyways. Basically to make sure I don’t bother any of you with a stupid question.

After two reinstalls of macOS to make sure it’s not my fault,
I think Epic Games didn’t had a /time to test macOS Sierra & Xcode 8 with UE sufficiently. Mildly said…

I hope this will be fixed sooner than later. :slight_smile:

Small Update:
I fixed it my self… sorta
Now I get the game running on iOS 10 but now I end up with black screen.

Since you’re experiencing a black screen, make sure that you create a new AnswerHub since you’ve gotten it to deploy finally.

I wait until 4.14 or 4.15 come along…

Did you ever resolve your black screen? I have it too.