Developing a ios app in Unreal Engine 5. Everything was alright. Until it wasn’t. Build to iOS device. Click. Cooking. Building… “ERROR: CodeSign Failed” D4mn it! hahaha
Here’s the log:
UATHelper: Packaging (IOS): Command CodeSign failed with a nonzero exit code UATHelper: Packaging (IOS): ** BUILD FAILED ** UATHelper: Packaging (IOS): The following build commands failed: UATHelper: Packaging (IOS): CodeSign /Users/jordansktorres/My\ Drive/PROJECTS/CRUZEIRO-DO-SUL/ValenteGO/ValenteGO_V1/Binaries/IOS/Payload/ValenteGO_V1.app (in target ‘ValenteGO_V1’ from project ‘ValenteGO_V1’) UATHelper: Packaging (IOS): (1 failure) UATHelper: Packaging (IOS): Took 12,659139s to run env, ExitCode=65 UATHelper: Packaging (IOS): ERROR: CodeSign Failed UATHelper: Packaging (IOS): (see /Users/jordansktorres/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace) UATHelper: Packaging (IOS): AutomationTool executed for 0h 1m 51s UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign) UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 32 PackagingResults: Error: Failed to Code Sign
I have deleted the binaries, build, intermediate, and saved folders. I have generated and created new certificates. I have deleted UE5 and re-install it again. I have thrown the project into the garbage can and created a whole new project file with the same content folder. It all led to the same result. “ERROR: CodeSign Failed”
Please, someone, anyone, give me a light here. hahaha
I recommend that you not trust LLMs when it comes to code siging issues. The quality of answers you get depends on the input dataset and, presuming that the input dataset comes from the wider Internet, a lot of it is simply wrong.
Specifically, in this case, the LLM advice might have set you on the right path but your solution is very concerning:
[I] applied the same command a few times just to make sure.
Rather than finding the root cause of the problem, you’ve applied I hackaround, and an non-deterministic hackaround at that.
Your error message included this text:
ERROR: CodeSign Failed UATHelper: Packaging (IOS): (see /Users/jordansktorres/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)
Did you look at that Log.txt
file? I’m hoping it containing the actual error message ouput by the codesign
command, which should give you an insight into the actual issue.
Share and Enjoy
—
Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"