Remote Building on Mac fails

Hello everyone!

We got a bit of an issue with packaging an iOS game, while using Remote build on a Mac device. We got it all set up, everything works fine up to the point, where the build fails, and says that the certificate is not installed in the System Keychain on the Mac device. However that’s not true. It is indeed installed (the same .cer) and it’s enabled to always trust incoming connections. Here’s the log:

UATHelper: Packaging (iOS): UnrealBuildTool: ERROR: System.Exception: ** BUILD FAILED **IPP ERROR: RPCCommand MakeApp failed with return code Error_RemoteCertificatesNotFound
UATHelper: Packaging (iOS): UnrealBuildTool:    a k�vetkez� helyen: UnrealBuildTool.IOSToolChain.PostBuildSync(UEBuildTarget Target)
UATHelper: Packaging (iOS): UnrealBuildTool:    a k�vetkez� helyen: UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments, FileReference ProjectFile)
UATHelper: Packaging (iOS): UnrealBuildTool: Total build time: 69,94 seconds (Local executor: 33,08 seconds)
UATHelper: Packaging (iOS): CommandUtils.Run: Run: Took 70,1911265s to run UnrealBuildTool.exe, ExitCode=57
UATHelper: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:57): D:\unreal\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe GlitchWars IOS Development -Project=D:\GWPROBA_WidgetTorlesPerfekt\GlitchWars.uproject  D:\GWPROBA_WidgetTorlesPerfek
t\GlitchWars.uproject -PLUGIN "D:\GWPROBA_WidgetTorlesPerfekt\Intermediate\IOS\NativizedAssets\NativizedAssets.uplugin"  -remoteini="D:\GWPROBA_WidgetTorlesPerfekt" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.02.28-14.14.02.txt' 
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars
)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Di
ctionary`2 InTargetToManifest)
UATHelper: Packaging (iOS):    a következő helyen: Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (iOS):    a következő helyen: BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (iOS):    a következő helyen: BuildCookRun.ExecuteBuild()
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (iOS):    a következő helyen: AutomationTool.Program.Main()
UATHelper: Packaging (iOS): Program.Main: AutomationTool exiting with ExitCode=57 (Error_RemoteCertificatesNotFound)
UATHelper: Packaging (iOS): BUILD FAILED
PackagingResults:Error: Error Failed to sign executable.  Make sure your developer certificates have been installed in the System Keychain on the remote Mac.

Anybody has ever seen something like this? Is there a workaround to finally be able to build the game for iOS?

Answering my own question. I managed to get it working by not just allowing the cert to be used by allowing “All Trusted”.

Steps to fix the issue:

1, Open up Keychain Access on the Mac device.
    2, Select System Keychain and in the categories select "Key" instead of cert.
    3, Select the needed key, and right click -» Get Info -» Under "Access Control" select "Allow All Applications to access this item" 
    4, Profit. 

Writing here, in case someone has the same issue.