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LogPlayLevel: Error: Code Signing Error: Provisioning profile "iOS Team Provisioning Profile: test.test" is Xcode managed, but signing settings require a manually managed profile.
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UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=32 (Error_FailedToCodeSign) UATHelper: Packaging (IOS): AutomationTool executed for 0h 1m 40s UATHelper: Packaging (IOS): (see /Users/cassandragavelin/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace) UATHelper: Packaging (IOS): ERROR: CodeSign Failed UATHelper: Packaging (IOS): Check dependencies
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UATHelper: Packaging (IOS): The following build commands failed: UATHelper: Packaging (IOS): ** BUILD FAILED ** PackagingResults: Error: Code signing is required for product type 'Application' in SDK 'iOS 13.6' Select a provisioning profile in the Signing & Capabilities editor. PackagingResults: Error: "UE5" requires a provisioning profile. UATHelper: Packaging (IOS): Code Signing Error: Code signing is required for product type 'Application' in SDK 'iOS 13.6' This makes the process exit with an error: UATHelper: Packaging (IOS): Code Signing Error: "UE5" requires a provisioning profile. I get a code signing error explaining that I require a provisioning profile which is expected when packaging for iOS. I wish to do so without an Apple Developer Account. I have a Mac and a Windows PC I am able to use for building / packaging the game. If I wish to package for an iOS device, more specifically an iPhone 12.
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