UE-72100 - tvOS For Distribution packages fail with Code Signing Error if made after a Development Build

#jira UE-72100
#rb Jack.Porter
#lockdown Cristina.Riveron

#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: cosmin.sulea
#ROBOMERGE-SOURCE: CL 5935374 in //UE4/Release-4.22/... via CL 5935375
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)

[CL 5948409 by cosmin sulea in Dev-Anim branch]
This commit is contained in:
cosmin sulea
2019-04-17 13:57:28 -04:00
parent 19c34c8ad0
commit eb83d8f543

View File

@@ -1218,10 +1218,9 @@ namespace UnrealBuildTool
// This is needed for the target to pass the settings validation before code signing. UBT will overwrite this plist file later, with proper contents.
if (BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
bool bCreateMacInfoPlist = !File.Exists(MacInfoPlistPath);
bool bCreateIOSInfoPlist = !File.Exists(IOSInfoPlistPath) && IOSRunTimeVersion != null;
bool bCreateTVOSInfoPlist = !File.Exists(TVOSInfoPlistPath) && TVOSRunTimeVersion != null;
if (bCreateMacInfoPlist || bCreateIOSInfoPlist || bCreateTVOSInfoPlist)
bool bCreateIOSInfoPlist = IOSRunTimeVersion != null;
bool bCreateTVOSInfoPlist = TVOSRunTimeVersion != null;
if (bCreateIOSInfoPlist || bCreateTVOSInfoPlist)
{
DirectoryReference ProjectPath = GameDir;
DirectoryReference EngineDir = DirectoryReference.Combine(new DirectoryReference(UE4Dir), "Engine");
@@ -1236,11 +1235,9 @@ namespace UnrealBuildTool
GameName = "UE4Game";
}
if (bCreateMacInfoPlist)
{
Directory.CreateDirectory(Path.GetDirectoryName(MacInfoPlistPath));
UEDeployMac.GeneratePList(ProjectPath.FullName, bIsUE4Game, GameName, Config.BuildTarget, EngineDir.FullName, MacExecutableFileName);
}
Directory.CreateDirectory(Path.GetDirectoryName(MacInfoPlistPath));
UEDeployMac.GeneratePList(ProjectPath.FullName, bIsUE4Game, GameName, Config.BuildTarget, EngineDir.FullName, MacExecutableFileName);
if (bCreateIOSInfoPlist)
{
// get the receipt