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iOS Packaging code sign error

I've been having this issue that just started happening. I've packaged this project dozens of times with no issues. This just randomly started yesterday. Whenever I build for IOS it fails with this error:

ATHelper: Packaging (iOS): Code Signing Error: Automatic signing is unable to resolve an issue with the "StarDomain" target's entitlements. Switch to manual signing and resolve the issue by downloading a matching provisioning profile from the developer website. Alternatively, to continue using automatic signing, remove these entitlements from your entitlements file and their associated functionality from your code. UATHelper: Packaging (iOS): Code Signing Error: Provisioning profile "iOS Team Provisioning Profile: Hershberg.StarDomain0.1" doesn't match the entitlements file's value for the get-task-allow entitlement. UATHelper: Packaging (iOS): Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 12.1'

Best I could find online is this stack overflow thread: https://stackoverflow.com/questions/55132628/provisioning-profile-doesnt-include-the-application-identifier-and-keychain-acc

Has anyone else been having this issue with unreal? None of the solutions there seem to help. I tried just about everything and can't seem to fix this.

Product Version: UE 4.21
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asked Mar 16 '19 at 05:33 AM in Packaging & Deployment

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avatar image BigJohn83 Mar 17 '19 at 05:00 AM

So I was able to narrow this down to having a C++ class inside my Blueprint project. I tried it out on a new project as well. If I make a new project and package for iOS using my regular provisions, it works just fine. If I add a C++ class and let the engine compile, and then try and build for iOS, it'll give a provisioning error.

Anyone ever run across this before?

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