Report an issue in packaging for iOS

I have to report this issue, because I have not receive any advice in my previous post, and I believe this is important. When I package for iOS, not only I keep receiving an error message below, but when I open any other projects with UE4.7, even if it’s not my project, in the settings for packaging for iOS fields I see the same list of provisions, that I never entered in those projects before.

I have been trying to publish my free game LOL Babies on the Google and Apple stores for weeks, and I am giving up. Is there someone who can help me to publish my game, for some reward?

37066-ios-error.png

Hi aabun,

As I advised you on the forums, did you have a look at this other thread where a user reported a similar problem? Can you have a look at psauer’s instructions and see if this fixes your error?

I looked at the above link, but my issue is slightly different. I can’t import certificate because in the step two - the uploading private key file, the above error doesn’t allow me to import certificate. I tried to rename provisioning files, and it only added the list of them, without desired result. something doesn’t match. however when I try to start over, the UE keeps all old records, that I mentioned before, in all other projects. That’s something that must be not my error.

As for following the psauer’s instruction from the link above, I only use editor to import certificates. I don’t know other ways.

Ok, question. Are you packaging on a Mac or on Windows?

I package on the computer with Windows 8.
I created provision, certificates and private key on Macbook Air. Thanks for asking!

Cool, ok. We have a known error where there is a keychain and certificate list mismatch when a user hasn’t used XCode previously.

Can you try just opening up XCode and poking around, I don’t think you have to actually do anything with XCode to fix the mismatch other than open it, then try re-creating your provision, key and certificates. This shouldn’t be a problem as you’re packaging ultimately on the Windows machine, but at least we can definitively rule it out.

Also, there is this thread from StackOverflow which seems to be relevant, however it is a couple of years old so with changes to mobile provisioning in the interim it also may not be related, but it is worth a look.

Just an update. I looked through the link above. I upgraded, updated xcode, OS X, safari browser on Macbook Air. restarted. Launched Xcode, even created a mockup project.
Then I opened my apple developer account, revoked old certificate and created new one. Created new provision. Found private key, exported it to dropbox. Copied certificate and provision to dropbox.

On the Windows computer, I deleted old provisions in the folder Provisioning Profiles (C:\users…\AppData\Local\AppleComputer\Mobiledevices…Provisioning profiles)

Opened my project in UE4 and imported provision, certificate and key.
No luck! Same message above.

When you attempt to import the certificate, are you trying to import a file ending with .cer or .p12?

-Pete

Thanks for response, psauer. I was importing both .cer and .p12

Another update. After I reentered the bundle identifier the system found my certificates (all over sudden it becomes valid) and I was able to package for iphones, yey!! Apparently, the lower and upper cases in my bundle name were not identical. Thank you all, anyways!

For others dealing with the same problem, can you post a picture of what the bundle identifier is and what locations they are supposed to match exactly?

the bundle identifier is on packagin settings and needs to match the app id created on apple developer center

Hi there, I am having the same problem as aabun, but checking the bundle identifier (which does match the app id) doesn’t fix it.

I have tried everything, even restoring keychain access on the Mac and creating new certificates, revoking old ones and so.

I haven’t used xcode, because I am using the binary UE4 (no source code). As far as I know xcode is only needed when working with the UE4 source code version of the engine, not the binary one. Is that true?

The project I am trying to publish is for a client so I really need help

Thanks

Hi I had the same issue as rsoriano and fixing the bundle identifier wasn’t working for me. I posted the question on UE4 answer hub and finally figured out a solution (the hyperlink below).

My UE4 Question