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iOS apps being generated with plist key CFBundleResourceSpecification, now prevents uploading to App Store

Apps generated for iOS with 4.9 cannot be uploaded to TestFlight or iTunes Connect because they have started to enforce, server side, the deprecation of the Info.plist key CFBundleResourceSpecification. This key needs to be removed from the generated app or nobody is going to be able to submit their apps to the app store or test them using Test Flight.

Product Version: UE 4.9
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asked Sep 18 '15 at 11:35 PM in Bug Reports

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Kneebiter
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avatar image Kneebiter Sep 18 '15 at 11:39 PM

Digging a little, it looks like this is generated in CodeSigning.cs. I'm going to see if I can remove this key and get my project to upload. If it does, I'll submit a pull request.

avatar image Kneebiter Sep 19 '15 at 01:17 PM

Commented out the code that added that key, but the generated app still have it. Not sure where it's coming from.

avatar image Kneebiter Sep 21 '15 at 04:11 PM

https://developer.apple.com/library/mac/technotes/tn2206/_index.html#//apple_ref/doc/uid/DTS40007919-CH1-TNTAG206

Relevant portion:

Systems before OS X Mavericks v10.9 documented a signing feature (--resource-rules) to control which files in a bundle should be sealed by a code signature. This feature has been obsoleted for Mavericks. Code signatures made in Mavericks and later always seal all files in a bundle; there is no need to specify this explicitly any more. This also means that the Code Signing Resource Rules Path build setting in Xcode should no longer be used and should be left blank.

It is thus no longer possible to exclude parts of a bundle from the signature. Bundles should be treated as read-only once they have been signed.

avatar image Kneebiter Sep 21 '15 at 09:58 PM

I've tried commenting out lines 80 - 82 in CompileTime.cs and am testing it. I think I'll also need to comment out some code in CodeSigning.cs. There's a check there to make sure that there's a CFBundleResourceSpecification key that may still trigger this problem.

avatar image Ravlek STAFF Sep 21 '15 at 10:38 PM

I'll have to do some more digging because it sounds like you are just doing this from the PC. There are other places when doing this from a Mac which add the CustomResourceRules as well (XcodeProjectFileGenerator.cs). I also want to see the error from the app upload first hand so I can understand what the failure message is.

-Pete

avatar image Kneebiter Sep 21 '15 at 10:39 PM

I am very much not doing this from a PC :)

XcodeProjectFileGenerator.cs may also add it. I wasn't sure if that came into play with a UBT build, though.

I can certainly understand you wanting to do your homework, unfortunately, I'm now a few days late on delivering a build, so I need to keep pushing forward on my own.

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1 answer: sort voted first

Following up with the answer from Pete on the other post:

I just verified the fixes on a Mac and uploaded an App. Just need to verify the PC side and then it should be all ready. -Pete

From: https://answers.unrealengine.com/questions/304816/ios-xcode-7-compiled-apps-not-accepted-by-itunes-c.html

We will likely be providing this fix in a QFE as soon as it is ready.

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answered Sep 22 '15 at 06:20 PM

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Stephen Ellis ♦♦ STAFF
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