Bundle identifier always being set to com.epicgames.MyProject no matter what

Under Platforms->iOS I have set the bundle identifier to what it should be. I have selected the appropriate provision and certificate. When I go to launch on my phone it keeps telling me it can’t sign it because nothing matches the bundle identifier of com.epicgames.MyProject…which doesn’t make any sense because I can see that I’ve changed the field in platforms->iOS. I opened the .plist as well and it’s set correctly. However, I notice that if I open the xcodeproj file the bundle identifier shows com.epicgames.MyProject. Even if I change it there in XCode, it gets overwritten the next time I try and launch.

Sooooo why would it not be using my specified bundle ID and why would it keep overwriting it? I’ve tried changing it multiple times and no-go.

This is on 4.6.1.

Hi,

Do you have a Game-Info.plist in your Game/Build/IOS directory or just an Info.plist? Both? Neither? My guess is there is an old plist file in there which is getting used. If you delete all of them, change your bundle identifier again (make it something else and then change it back), it will re-generate the Info.plist and launch on should probably work after that.

This has changed in 4.7 to always generate the plist from the project settings each build/launch on which will fix this issue for you, but 4.6 try the above.

-Pete

It just had an info.plist. I nuked it, changed the bundle id to a.b.c and then back to the real one, reimported my certificate, and it still didn’t work. Still shows trying to do com.epicgames.MyProject…

Did it create an Info.plist? Does that one have the correct bundle identifier in it? If it does that will narrow where the possible problem is.

-Pete

Yes it did create an Info.plist and yes it has the correct ID in it.

Are you on PC or Mac?

I’m on a Mac doing this, but I also have a PC if it would make sense to try it there.

Nope, that’s good. I just needed to know because there is a different path in the code for Mac vs. PC. Let me do a little digging and I will get back to you.

-Pete

Awesome, thanks, and I appreciate the quick replies.

Is your project code-based or content-only?

Code based. I just took the puzzle game C++ template and started from there.

Ok, check in the Game/Intermediate/IOS directory and see if there is a Game-Info.plist. Where Game is your game name. If so, does it have the correct identifier?

Yes, there is a game-info.plist file and it has the correct ID

Ok, next place to check :slight_smile: In Game/Saved/StagedBuilds/IOS there should be an Info.plist. Is that one correct?

in Game/Saved/StagedBuilds/IOS there is actually NOT a .plist file of any kind

Ok, I have a possible idea of what it could be. What is your root directory for the game, so something /Users/blah/Documents/Unreal Projects/GameName or something. I don’t need the whole thing, just the directory name where the uproject files sits.

/Users/myname/p4/myproject_directory/myproject.uproject

ok, so the issue is in 4.6 we have a bug with the Xcode project generation where if the name of the project doesn’t match the immediate directory bad things happen. Is it possible to rename the directory from myproject_directory/ to myproject/? This is fixed in 4.7, but was figured out after 4.6 was released. Making that change should fix your issue.

-Pete

Hey that worked! It also happened to solve another bug I had so thanks.
Edit: Not sure how to mark your response as the answer, I don’t see an option to.

I had the same issue with Ue 5.3.2 and Xcode 15. This is due to the new modernized Xcode workflow. You can turn it off in the Project settings but this alone did not solve it for me.

Add this line to Config/BaseEngine.ini

[/Script/MacTargetPlatform.XcodeProjectSettings]
bUseModernXcode=false

Or you can set the proper name in the project settings Platforms - Xcode Projects - Boundle ID Prefix

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