Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determine if the current build is for Distribution or not. Changing this to not be hardcoded resolves the issue. However, this line was not changed between 4.20 and 4.21 despite this being a regression, so the cause for this to start occurring must be elsewhere.
The line in question is in Engine\Source\Programs\UnrealBuildTool\Platform\IOS\UEDeployIOS.cs on line 1098
return PrepForUATPackageOrDeploy(InTarget.Configuration, InTarget.ProjectFile, GameName, ProjectDirectory, BuildPath + "/" + DecoratedGameName, "../../Engine", *false*, "", false, InTarget.bCreateStubIPA, InTarget.BuildReceiptFileName);
where the first "false" is the hardcoded value. The user reports that replacing this value with
InTarget.Configuration == UnrealTargetConfiguration.Shipping
fixes the issue, but I cannot be sure if this is the proper fix and will not cause issues elsewhere.
I've attached a log with the failed packaging process
Regression?: Yes
This did not occur in 4.20.3
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70358 in the post.
13 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.21, 4.22, 4.23 |
Target Fix | 4.22 |
Created | Feb 20, 2019 |
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Resolved | Mar 13, 2019 |
Updated | Sep 16, 2019 |