Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Packaging for iOS distribution FAIL

Hello, I'm trying to package my game to IOS devices but I can't figure out what I'm doing wrong. I'm using unreal on a Mac, so I have Xcode installed, I've created my distribution certificate, uploaded to Xcode, added on KeyChain, and in Unreal. I've also created my mobileProvision in Adhoc first to try to test the app on an iPhone device, but Unreal doesn't recognize it as valid mobileProvision. Yes it has the same bundle name in apple developer and unreal. I tried everything I could to make it valid as put the same name as the unreal project, create the mobileProvision with "Distro_" prefix, and a lot of tests... alt text As you can see, I have three different certificates, two developer certificates and one for distribution. With the developer certificates I could import a valid mobileProvision and launch the game on my iPhone. I could also make a packaging .ipa but it didn't work... When I tried to opened on my iPhone the app just shot down after the splash screen....

Finally, I also upload my log file when I try to import my mobileProvision, just in case anyone can use it to help me. Unreal Log

Lastly I'm using unreal 4.15 engine. I really don't know how much I can do to make it work... I tried to create a basic Xcode project with my distribution certificate, make an .ipa file to Adhoc and it works perfectly... If you need more info let me know! Thanks.

Product Version: UE 4.15
more ▼

asked Oct 19 '17 at 05:01 PM in Packaging & Deployment

avatar image

1 1 3 5

avatar image LUXO99 Oct 19 '17 at 05:26 PM

I have created a new blank project... And now all is valid... alt text

But when I try to make a package or launch it on a device unreal tells me that there are no provisioning profiles or signing keys valid... alt text

Is it really possible to make unreal work on iOS devices or is it just a myth?!

comentario-img.png (201.2 kB)
error.png (63.1 kB)
avatar image LUXO99 Oct 22 '17 at 06:56 PM

Updating info... I have created a blank project in unreal engine 4.17.2 in a Mac mini. All the certificates and mobile provisions are ok. I tried it all with Xcode. Now I can make a develop and distribution packaging. The develop ipa works fine, the adhoc doesn't... When opening the installed app shows the splash screen and closes... here is the Xcode log... link text

I'm so lost right now... I think I've had all the possible problems and errors unreal can give making an app for iOS...

avatar image SUMA01 Nov 09 '17 at 09:17 AM

Try this for ad-hoc provision applying. You need to modify below codes of iPhonePackager Project in UE4 Source Version Engine(I'm using UE4.17.1). It seems to be problem that ad-hoc provision must have devices but iPhonePackager code exclude ad-hoc provision that have devices for distribution. I'm using ad-hoc provision by using modified codes.


  • Find below codes and remove ProvisionedDeviceIDs.Count check code like "bool bDistribution = !p.bDebug;"

"bool bDistribution = ((p.ProvisionedDeviceIDs.Count == 0) && !p.bDebug);"

  • Find below codes and remove bDistribution check code like "if ((string.IsNullOrWhiteSpace(SelectedProvision) || FoundName < 2) && Validity == "VALID")"

"if ((string.IsNullOrWhiteSpace(SelectedProvision) || FoundName < 2) && Validity == "VALID" && !bDistribution)"


  • Find below codes and remove ProvisionedDeviceIDs.Count check code like "bool bDistroProv = !TestProvision.bDebug;"

"bool bDistroProv = (TestProvision.ProvisionedDeviceIDs.Count == 0) && !TestProvision.bDebug;"

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question