PackagingResults:Error: Error Failed to Code Sign how can i fix

I’m super new to unreal. I am a sound design student trying to package one of the demo ios apps for a sound portfolio piece. Was wondering if anyone had any clue what I could do. I’m working on a mac also and there is very little documentation outside of the unreal documentation on how to get it working on there. any help would be wonderful.

it says launch failed - PackagingResults:Error: Error Failed to Code

Hi Danielleprice,

In order to package to iOS devices, you must register as an Apple Developer on Apples website and pay the $99 Development fee. Once you have done this, you will have to generate Certificates and Provisions in order to Launch on to a device, or package for testing during development. If you plan to distribute the product through the App store, this will require a separate set of certificates and provisions and require you to package for distribution (vs packaging for development while testing.)

Please review the following Documentation on getting started in Developing for iOS:

Let me know if this does not resolve your issue.

Thanks,

.

Hey ,

Thank you for the response. I forgot to mention I did all of that with the apple developer license. It still gives me an unknown error. I am not planning to distribute I just want to be able to have it on my phone. It is the epic zen garden that I found in the marketplace for learning purposes. Would licensing have anything to do with it?

No, you should be able to launch the project to your phone for testing purposes. However, an number of things can go wrong setting up your certification, provisions, and bundle identifier. Before trying to launch again, go to Window>Developer Tools>Output Log: Right-click and clear the log.

Then try launching to your iOS device. If it fails, copy the entire contents of the Output Log and paste them in a text file. Add that as an attachment and post them here.

In the meantime, try launching a blank, Blueprint template project with no modifications and see if you get the same error. Also post that here and title the log: “Blank Project.”

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Hey again,

I definitely agree it probably has something to do with the bundle identifier or maybe where I am placing the provision file. I’m sorry this is all super new to me. thank you. any help is appreciated.

Focusing on the packaging results (forget the blank project at this point) the log seems rather short. If that is the entire log something is causing packaging to fail almost immediately. Be sure to clear the Output Log before you try packaging.

In Project Settings>Packaging: Make sure you are packaging for Development, are doing a full rebuild and NOT using chunks. You can try using a pak file or, if this fails, deselect the Pak checkbox and retry.

In your packaged log, I did not see any indication that there was a problem with your certificates or provisions, so try the above steps and provide a new log if it fails.

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ok tried that, here are the two logs. the first one was with pak file selected and the second one was with pakfile unselected. both times still failed

I was able to launch the Zen Garden Project from a MacBook Pro (Late 2013 Model) Running to an iPad Pro for testing… What are your Mac’s system specs, what OS are you running and to iOS Device are you trying to Launch on to and what iOS is that device running? (Still researching the errors from your output log)

I got a second opinion on the user logs from a developer who pointed out the following:

Looks like it is failing to Link AudioKinetic b

UATHelper: Packaging (iOS): UnrealBuildTool: ld: library not found for -lAkSoundEngine
UATHelper: Packaging (iOS): UnrealBuildTool: clang: error: linker command failed with exit code 1 (use -v to see invocation)

Make sure it is added as a project dependency in [MyProject].build.cs. Add something like
public MyProject(TargetInfo Target)
{
//… public dependencies etc

PrivateDependencyModuleNames.AddRange(new string[] { /*other, private, dependencies*/ });
if (UEBuildConfiguration.bCompileAudiokinetic == true)
{
    PublicDependencyModuleNames.Add("AkAudio");
}

//... etc

If you are brand new to Unreal and not comfortable with adjusting the code described here, please review the following documentation on how to import and implement audio files: Audio Files.