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iOS codesign failed relating to Sentry #767

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laivu266 opened this issue Feb 4, 2025 · 1 comment
Open

iOS codesign failed relating to Sentry #767

laivu266 opened this issue Feb 4, 2025 · 1 comment

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@laivu266
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laivu266 commented Feb 4, 2025

Environment

How do you use Sentry?
Sentry SaaS (sentry.io) or self-hosted/on-premise (which version?)

Which version of the SDK?

How did you install the package? (Git-URL, Assetstore)

Which version of Unreal?

  • 5.0.3
    Is this happening in Unreal (editor) or on a player like Android, iOS, Windows?
  • Issue occur when build unreal project on MacOS

Steps to Reproduce

  1. What
  2. you
  3. did.

Expected Result

What you thought would happen.

Actual Result

What actually happened. Maybe a screenshot/recording? Maybe some logs?
I got the error when try build Unreal project for IOS on Mac machine. The detail error as below:

[exec] Codesigning /Users/mac/jenkins/workspace/source@2/game/Binaries/IOS/Payload/SOGame.app/Frameworks/Sentry.framework
     [exec] /Users/mac/jenkins/workspace/source@2/game/Binaries/IOS/Payload/SOGame.app/Frameworks/Sentry.framework: errSecInternalComponent
     [exec] Command PhaseScriptExecution failed with a nonzero exit code
     [exec] 
     [exec] ** BUILD FAILED **
     [exec] 
     [exec] 
     [exec] The following build commands failed:
     [exec] 	PhaseScriptExecution Sign\ Manual\ Frameworks /Users/mac/jenkins/workspace/source@2/game/Intermediate/ProjectFilesIOS/build/SO.build/Development-iphoneos/SO.build/Script-FACF710E06CA1F84EABA95D0.sh (in target 'SO' from project 'SO')
     [exec] (1 failure)
     [exec] Took 34.806296s to run env, ExitCode=65
     [exec] ERROR: CodeSign Failed

Anyone encounter this issue? and how to fix it?

Any logs or screenshots

@tustanivsky
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tustanivsky commented Feb 4, 2025

Hey @laivu266, thank you for bringing this up. Apple now requires third-party frameworks to be signed so that's something we'll need to figure out on the Sentry Cocoa SDK side first to bring the corresponding fix to Unreal plugin. As a temporary workaround, you can try to build Sentry framework from source (managing all of the signing locally) and update the corresponding binaries in the plugin's Source/ThirdParty/IOS directory.

This issue looks similar to #739.

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