So, I have all my certificates set up correctly (I have no problems running and deploying apps from Xcode onto devices so i know they are valid). I have followed all of the steps in the startup guide for iOS deployment and on 4.3 I was able to package projects fine. Since moving to 4.4 however:
MainFrameActions: Packaging (iOS):
env: Build settings from command line:
MainFrameActions: Packaging (iOS):
env: CODE_SIGN_IDENTITY = iPhone
Developer MainFrameActions: Packaging
(iOS): env: MainFrameActions:
Packaging (iOS): env: === BUILD TARGET
UE4Game - iOS OF PROJECT
ValeBridgecraftDemo_IOS WITH
CONFIGURATION Shipping ===
MainFrameActions: Packaging (iOS):
env: MainFrameActions: Packaging
(iOS): env: Check dependencies
MainFrameActions: Packaging (iOS):
env: 2014-08-19 13:38:45.994
xcodebuild[7154:481b]
DeveloperPortal: Using pre-existing
current store at URL
(file:///Users/newcomputer/Library/Developer/Xcode/DeveloperPortal%205.1.1.db).
MainFrameActions: Packaging (iOS):
env: Code Sign warning: Can’t locate
the specified Code Signing Resource
Rules file
(‘/Users/Shared/UnrealEngine/4.3/Engine/Build/iOS/XcodeSupportFiles/CustomResourceRules.plist’)
– the default will be used. MainFrameActions: Packaging (iOS):
env: MainFrameActions: Packaging
(iOS): env: ProcessInfoPlistFile
/Users/Shared/UnrealEngine/4.3/Engine/Binaries/IOS/Payload/UE4Game.app/Info.plist
/Users/Shared/UnrealEngine/4.3/Engine/Intermediate/IOS/UE4Game-Info.plist
MainFrameActions: Packaging (iOS):
env: cd
“/Volumes/Projects/2014/VALE
BRIDGECRAFT/Chair 3D
Demo/ValeBridgecraftDemo”
MainFrameActions: Packaging (iOS):
env: export
PATH=“/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/Users/Shared/UnrealEngine/4.4/Engine/Build/BatchFiles/Mac/…/…/…/Binaries/ThirdParty/Mono/Mac/bin:/usr/bin:/bin:/usr/sbin:/sbin”
MainFrameActions: Packaging (iOS):
env: builtin-infoPlistUtility
/Users/Shared/UnrealEngine/4.3/Engine/Intermediate/IOS/UE4Game-Info.plist
-genpkginfo /Users/Shared/UnrealEngine/4.3/Engine/Binaries/IOS/Payload/UE4Game.app/PkgInfo
-expandbuildsettings -format xml -platform iphoneos -resourcerulesfile /Users/Shared/UnrealEngine/4.3/Engine/Binaries/IOS/Payload/UE4Game.app/ResourceRules.plist
-o /Users/Shared/UnrealEngine/4.3/Engine/Binaries/IOS/Payload/UE4Game.app/Info.plist
MainFrameActions: Packaging (iOS):
env: error: could not read data from
‘/Users/Shared/UnrealEngine/4.3/Engine/Intermediate/IOS/UE4Game-Info.plist’:
The file ???UE4Game-Info.plist???
couldn???t be opened because there is
no such file. MainFrameActions:
Packaging (iOS): env:
MainFrameActions: Packaging (iOS):
env: ** BUILD FAILED **
MainFrameActions: Packaging (iOS):
env: MainFrameActions: Packaging
(iOS): env: MainFrameActions:
Packaging (iOS): env: The following
build commands failed:
MainFrameActions: Packaging (iOS):
env: ProcessInfoPlistFile
/Users/Shared/UnrealEngine/4.3/Engine/Binaries/IOS/Payload/UE4Game.app/Info.plist
/Users/Shared/UnrealEngine/4.3/Engine/Intermediate/IOS/UE4Game-Info.plist
MainFrameActions: Packaging (iOS):
env: (1 failure) MainFrameActions:
Packaging (iOS): CommandUtils.Run:
Run: Took 0.701005s to run env
MainFrameActions: Packaging (iOS):
ErrorReporter.Error: ERROR:
AutomationTool error: CodeSign Failed
MainFrameActions: Packaging (iOS):
BuildCommand.Execute: ERROR: BUILD
FAILED MainFrameActions: Packaging
(iOS): Program.Main: ERROR:
AutomationTool terminated with
exception: MainFrameActions: Packaging
(iOS): Program.Main: ERROR: Exception
in IOS.Automation: CodeSign Failed
MainFrameActions: Packaging (iOS):
Stacktrace: at IOSPlatform.CodeSign
(System.String BaseDirectory,
System.String GameName, System.String
RawProjectPath,
UnrealTargetConfiguration
TargetConfig, System.String LocalRoot,
System.String ProjectName,
System.String ProjectDirectory,
Boolean IsCode, Boolean Distribution)
[0x00000] in :0
MainFrameActions: Packaging (iOS):
at IOSPlatform.Package
(AutomationTool.ProjectParams Params,
DeploymentContext SC, Int32 WorkingCL)
[0x00000] in :0
MainFrameActions: Packaging (iOS):
at Project.Package
(AutomationTool.ProjectParams Params,
Int32 WorkingCL) [0x00000] in
:0
MainFrameActions: Packaging (iOS):
at BuildCookRun.DoBuildCookRun
(AutomationTool.ProjectParams Params)
[0x00000] in :0
MainFrameActions: Packaging (iOS):
at BuildCookRun.ExecuteBuild ()
[0x00000] in :0
MainFrameActions: Packaging (iOS):
at BuildCommand.Execute () [0x00000]
in :0
MainFrameActions: Packaging (iOS):
Program.Main: ERROR: CodeSign Failed
MainFrameActions: Packaging (iOS):
ProcessManager.KillAll: Trying to kill
0 spawned processes. MainFrameActions:
Packaging (iOS): Program.Main:
AutomationTool exiting with
ExitCode=32 MainFrameActions:
Packaging (iOS): Domain_ProcessExit
MainFrameActions: Packaging (iOS):
ProcessManager.KillAll: Trying to kill
0 spawned processes. MainFrameActions:
Packaging (iOS): RunUAT ERROR:
AutomationTool was unable to run
successfully.
I’m at a bit of a loss, I see a lot of other posts with packaging problems as well but not many answers. Figured I’d just throw mine out there. Anyone know anything about this?