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[Closed] iTunes Connect invalid binary

Hi, When I upload my .ipa to iTunes Connect using the Application Loader I receive an email back a few minutes later stating that it has an 'Invalid Signature'. The provision in the .ipa looks correct. This was working fine in 4.9 . I tried clearing out my certs etc. but i get signing key not found. I repackaged the .ipa using the 4.9 iPhonePackager.exe but I still have the same problem, 'Invalid Signature' . The game is purely using Blueprints, no C++. I'd be grateful if you could look into this as quickly as possible as I'm trying to get my game on the App Store before xmas. Thanks, Rob :)

Product Version: UE 4.10
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asked Nov 30 '15 at 10:05 AM in Bug Reports

avatar image

insanerob
151 3 6 8

avatar image Steve Hardister ♦♦ STAFF Dec 01 '15 at 07:34 PM

Hi insanerob,

This seems to be a common issue with Apple as I have seen many posts online regarding this error. Please try one of these solutions from the first two links, as they seem most straight-forward and easy to test. The third link is to the iOS Development Library page, "Troubleshooting Failed Signature Verification," which is more general support.

  1. http://stackoverflow.com/questions/21420041/app-submission-invalid-binary-invalid-signature

  2. http://stackoverflow.com/questions/21853083/invalid-signature-invalid-binary-on-itunes-connect

  3. https://developer.apple.com/library/ios/technotes/tn2318/_index.html

If you do not find a resolution from any of these three links, let us know and we will continue to investigate.

Thanks,

Steve H.

avatar image insanerob Dec 02 '15 at 08:41 AM

Hi Steve, Thanks for looking at this. I used the packaging tool as I was getting an error packaging in Editor. In the Editor, if I create a new 3rdPersonBP project in 4.9 , add my distribution certs etc. , set packaging to 'Shipping' and tick for distribution it packages fine and I can upload it to Apple with no issues. If I take the same project and move it to 4.10 when I try and package in editor I get and error in the message log 'Provision not found. A provision is required for deploying your app to the device. Signing key not found.The app could not be digitally signed, because the signing key is not configured.' This error occurs whether I it tick the certs and provisions or not. Thanks, Rob

avatar image Teigaga Dec 02 '15 at 03:10 PM

Having the same problem and it only occurs with UE4.10. I can return to the UE4.9 version of my project and upload a valid IPA to itunes connect with no problem. Whenever I do it with UE4.10, I get an "Invalid Signature" email and the build isn't accessible from itunes connect.

avatar image Steve Hardister ♦♦ STAFF Dec 02 '15 at 07:17 PM

I am not able to reproduce this in 4.10 with a new Third Person Blueprint project and am using the same provisions as for 4.9. Are your provisions highlighted in green in your Project Settings before you start packaging?

avatar image Teigaga Dec 02 '15 at 07:42 PM

Hi Steve,

Only my development cert/test provisions are highlighted in green, but this was also the case with 4.9. When I shipped for distribution the engine would select the correct Distribution Cert+Provisions which despite not being highlighted green have "valid" marked by their status. I have manually selected the correct Cert/provisions in UE4.10 and the build is successful, but when uploading to itunes connect I get the error of "invalid signature"

My project was converted from 4.9, to 4.10, maybe therein lays the problem? I will recreate my Distribution Cert/Provisions and try again.

avatar image insanerob Dec 02 '15 at 07:52 PM

Hi Steve, Are you using a distribution profile / cert ? I have tried removing every mobileprovision and .cer and rebooting etc. but somehow the Editor remembers the mobile provisions ?? I then added the distribution cer and provision again and I got the no matching key cert error. Once I re-added in my dev cert and provision it highlights the dev stuff in green. Now the dev certs are on it has stopped complaining about the certs / key even though I am packaging for shipping/distribution throughout. I'm going to try uploading to Apple and see if I have any problems as it appears to have used the distribution cert and profile. I wonder if deleting all the .cers and provisions helped in someway ? Is there a way to clear all the old mobile provisions out of the editor ? Regards, Rob

avatar image Steve Hardister ♦♦ STAFF Dec 02 '15 at 09:17 PM

Are you on a Mac or PC?

avatar image insanerob Dec 02 '15 at 09:22 PM

PC ... I'm literally just using the Editor on PC. I'm using the Editor versions straight from the Launcher, I'm not compiling my own in any way. Apple just rejected .ipa I submitted , invalid signature again

avatar image insanerob Dec 02 '15 at 09:49 PM

Is packaging from the editor on a Mac fine or do you mean manually repackaging in OS X ?

avatar image Ravlek STAFF Dec 02 '15 at 10:13 PM

That should be fine :)

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The question has been closed Mar 15 '16 at 01:48 PM by Steve Hardister for the following reason:

The question is answered, right answer was accepted: Add-on Question resolved on this thread: https://answers.unrealengine.com/questions/387291/ios-app-missing-compliance-in-test-flight.html


3 answers: sort voted first

The problem is nothing to do with the conversion to 4.10 or your mobile provision. As of Xcode 7.1 and iOS 9.1, the iTunes Connect submission process was updated to be more restrictive on validating the signed IPA. The PC signing process will now fail submission because we don't properly include a couple of bits of data which was fine in the past, but is no longer acceptable (probably related to the new tvOS). The current workaround is to sign your IPA on a Mac while we try to reverse engineer what is required to sign the IPA correctly on the PC. There is no current ETA on a fix for this problem, but it is being worked on.

-Pete

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answered Dec 02 '15 at 09:36 PM

avatar image

Ravlek STAFF
1.9k 4 6 34

avatar image Ravlek STAFF Mar 04 '16 at 06:45 PM

@Bpop, yup, no need for new certs or provisions.

-Pete

avatar image Ravlek STAFF Mar 04 '16 at 06:57 PM

@Bpop, ya, I wasn't expecting it to fix your issue, just hopeful.

avatar image Ravlek STAFF Mar 04 '16 at 07:29 PM

@Bpop, ok, I have some new information. I was able to use my mac to try to validate the code signature. I now see why it is failing as the requirement rules are not set up correctly for you IPA. However, they should be set up the same way for every IPA. TLDR, I have a new avenue to look at for fixing this for you.

-Pete

avatar image Ravlek STAFF Mar 04 '16 at 07:42 PM

Ok, this is a really stupid and cliched bug. I have an off by one error when calculating the length of strings for alignment. Since your certificate name is exactly 52 characters and the alignment is based on 4, I am adding an extra 4 bytes to the requirements which is being interpreted as a False and so it considers your signature as always invalid. I should have something for you try in the next 20-30 minutes.

-Pete

avatar image Maverick Wolf Mar 04 '16 at 07:52 PM

That's great! I'm getting a bit busy so probably can't try until later tonight. But sounds super promising :). :Excited: alt text

avatar image Ravlek STAFF Mar 04 '16 at 08:35 PM

ok try this one when you have a moment. It should fix your upload issue.

-Pete

link text

iphonepackager.zip (83.7 kB)
avatar image Maverick Wolf Mar 04 '16 at 09:13 PM

It worked! Yeay Thank you Pete! :D

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The problem is nothing to do with the conversion to 4.10 or your mobile provision. As of Xcode 7.1 and iOS 9.1, the iTunes Connect submission process was updated to be more restrictive on validating the signed IPA. The PC signing process will now fail submission because we don't properly include a couple of bits of data which was fine in the past, but is no longer acceptable (probably related to the new tvOS). The current workaround is to sign your IPA on a Mac while we try to reverse engineer what is required to sign the IPA correctly on the PC. There is no current ETA on a fix for this problem, but it is being worked on.

-Pete

more ▼

answered Dec 02 '15 at 10:13 PM

avatar image

Ravlek STAFF
1.9k 4 6 34

avatar image Maverick Wolf Jan 05 '16 at 05:17 PM

Hi there,

I posted about a similar issue in https://answers.unrealengine.com/questions/343740/410unable-to-build-to-ios-in-410-but-same-provisio.html

However, I would like to mention my 4.9 Build (Update for previous game) was accepted just fine in December by Apple. Built on my PC. So just to clarify, 4.10 is the problem. And 4.11 didn't fix the problem. If you make in 4.9 your build will be accepted. Whatever you guys did over in 4.10 Epic is probably the issue, not Apple. Sorry to be blunt but it seems you guys have been "passing the buck" on this VITAL issue.

avatar image Ravlek STAFF Jan 05 '16 at 06:14 PM

No one is passing the buck. As I clearly stated, it looks as though we are not properly adding all of the signing data needed for proper acceptance. This is corroborated by looking at an IPA signed on a Mac versus an IPA signed on a PC. This is certainly one possible reason why the app is coming back with an invalid signature. It is also possible that the new provision/certificate selection added in 4.10 is not working properly with distribution builds. Your statement that 4.9 works and 4.10 doesn't would seem to corroborate that hypothesis. However, that would seem to be a bit odd as the same code is running on both PC and Mac and the Mac IPA signatures are correct in 4.10 and IPAs built from there are uploading correctly. All of that being said, I am still looking in to the issue and any logs from a build which exhibits the problem would certainly be appreciated.

-Pete

avatar image Maverick Wolf Jan 06 '16 at 02:01 AM

It is also possible that the new provision/certificate selection added in 4.10 is not working properly with distribution builds. Your statement that 4.9 works and 4.10 doesn't would seem to corroborate that hypothesis.

Thank you for the update. Sorry to sound the way it did, I have been dealing with this issue for about two months. Over the two months I've tested tons of scenarios to try and make a 4.10 build work. Now seeing as 4.11 preview doesn't work, and I have projects that can be released. I was just making sure that Epic is looking into it, as most the issues I've heard forwarded the issue as a "Apple" issue. But thanks again for the update :) I hope it gets fixed soon, god speed! :D

avatar image Ravlek STAFF Jan 06 '16 at 09:07 PM

So, here's what is going on. I tested this problem today by packaging a build from the 4.9.2 binary and submitting it to Apple. It worked. Building the same project fails on 4.10, just as you are seeing. However, if I take a code based project and build it in 4.9.2 against the iOS 9.2 SDK (built from PC), then it fails to upload properly just as it does in 4.10.

So what I think is going on is a combination of things. First, like I said before, we are not properly adding a piece of data when we sign on PC (I know this from some of my previous investigations). This was fine in the past, but as of iOS 9 SDK it seems to no longer be considered a valid signature (this requirement and data was probably added because of the new ability to make apps for your own phone without needing a provision). That being said, the 4.9.2 binary being used for your content-only game on iOS was built against the iOS 8 SDK and so I believe the app store upload process knows to ignore the new requirement for anything built against the iOS 8 SDK or lower.

In the end, the fix is still on our side as we need to be compliant with the new requirement when signing from PC. I am continuing to look in to that fix and I am hoping to have the fix for 4.11.

-Pete

avatar image Maverick Wolf Feb 07 '16 at 08:27 AM

I don't mean to bother. But the latest preview builds of 4.11 still have not fixed this. I'm sorry for keep bringing this up but I, and I'm sure others, have been waiting 3 months or more for a fix on a crucial issue.

avatar image Ravlek STAFF Feb 08 '16 at 02:13 PM

Not a problem. A couple of weeks ago, I thought I had everything figured out, but it still wouldn't upload. Last Friday, we figured out there were some changes to another file and so this week I am looking at that change to see if it is the reason for the failure. However, prepare yourself for the possibility that the only fix we are able to make in 4.11 time frame is to have it remotely sign the IPA on a Mac from your PC. It's not the ideal solution and not the one I want, but it may be all we have for the time being.

-Pete

avatar image Maverick Wolf Feb 09 '16 at 06:09 AM

Thank you for looking into this more Pete, and it's awesome to hear progress is being made :). One last question. Is there a guide about how to remotely sign the IPA on a Mac from my PC? Does it require programming or is it something I could do with a blueprint only project?

avatar image Ravlek STAFF Feb 09 '16 at 01:55 PM

You could do it with a blueprint project if I changed the code in the engine in 4.11. However, I was able to successfully upload an IPA signed on PC last night. I need to do a few more tests today and check over everything one more time and then we should be good to go.

-Pete

avatar image Esteves Feb 12 '16 at 09:20 PM

Hi Pete, I have exactly this same issue, is this going to make it to a 4.11 update? Any ETA for it? I'm stuck as well on this, need to upload an app and waiting on this. Thank you for the efforts! Looking forward to hearing news soon

avatar image Ravlek STAFF Feb 12 '16 at 09:21 PM

I submitted a fix yesterday, so it should be in the next Preview. Also, it will be in the next 4.10 hot fix.

-Pete

avatar image Maverick Wolf Feb 15 '16 at 08:20 AM

I'm so excited. Thank you so much for looking into this! :D

avatar image Maverick Wolf Feb 18 '16 at 02:09 AM

Was this supposed to be in 4.10.3? I'm still receiving packaging Errors. It won't build on a PC.

avatar image Ravlek STAFF Feb 18 '16 at 02:58 AM

Ya, it was in it. Could you post your log? Also, the root authority certificate from Apple expired a few days ago. You will need to update that certificate on your PC. Go here: https://www.apple.com/certificateauthority/ and download the WWDR certificate (Expiring 02/07/23). Double click it and install it on your machine. That may be the issue you are experiencing. If not, post the log and I'll take a look. You may just have a different certificate/provision setup than I have and so the fix didn't cover it.

avatar image Ravlek STAFF Feb 18 '16 at 03:03 AM

And just to be clear, I tested my fix last night against the updated WWDR certificate and it worked (uploaded a new Tappy Chicken to iTunes Connect, entire thing built and signed on PC).

-Pete

avatar image Maverick Wolf Feb 18 '16 at 06:36 AM

I installed the WWDR but still cannot package the project for iOS.

I've attached the error log.

Just to make sure I wasn't crazy I redid everything to the letter on https://docs.unrealengine.com/latest/INT/Platforms/iOS/QuickStart/index.html. Please note this is my 2nd game shipping in iOS and was able to ship a 4.9 project. I am still using the same PC but different provisions, and certificates then the 4.9 project on this latest project. Also note that I am using a iOS Distribution Certificate. Could this be the issue?

I also went thru various steps in this other answerhub. But was directed to this one as the same issue. https://answers.unrealengine.com/questions/343740/410unable-to-build-to-ios-in-410-but-same-provisio.html[link text][1]

[1]: /storage/temp/78941-errorlog.txt

errorlog.txt (15.7 kB)
avatar image Ravlek STAFF Feb 18 '16 at 02:11 PM

Ok, this is a different issue:

E:\UnrealProject\GravityWall\Config\DefaultEngine.ini, line 110: SigningCertificate="iPhone Distribution: Olivine Games

Go to that file (DefaultEngine.ini) and at line 110 add a quote (") to the end of the line. Somehow the quote is missing and so it can't properly parse the file. After updating the file, package your game from the editor. I'll take a look at the code and see if there is some way we drop it when writing out the file after getting an update to the project settings.

-Pete

avatar image Maverick Wolf Feb 21 '16 at 01:28 AM

So sorry for opening this ticket over again. It looks like I'm able to build. But submitting it thru Application Loader, I now receive this error. After receiving it the first time, I remade the Certificates, and the provisioning files. And had to do the fix you mentioned again. And I continue to receive the error. Any help would be greatly appreciated. alt text

I also just tested making a clean project in 4.9 adding the same Certificates and provisioning in a project and I was able to submit the project using Application Loader. I also did not have to do the fix you mentioned that was fixing the build issue in 4.10

issue02.jpg (119.8 kB)
avatar image Ravlek STAFF Feb 22 '16 at 03:26 PM

Can you post the log from the editor that created the IPA? It's possible it picked the wrong certificate and signed it with the development one. Or you can PM me the IPA and I can extract the provision inside and take a look at it. The log would be faster :)

-Pete

avatar image Maverick Wolf Feb 22 '16 at 06:40 PM

I'm not exactly sure how to PM you. But here is the new error log :) Thanks again Pete! link text

error03.txt (186.3 kB)
avatar image Ravlek STAFF Feb 22 '16 at 07:10 PM

That does look like it is signing with the correct certificate. It is using the NeoDash provision. Do you know if that provision works with multiple certificates?

-Pete

avatar image Maverick Wolf Feb 22 '16 at 07:14 PM

No I don't know if it works with multiple certificates :(. How would I check?

avatar image Ravlek STAFF Feb 22 '16 at 07:27 PM

When you created the mobile provision you would select more than one certificate that it works with. More than likely you didn't do that. It's possible that something got changed after the code sign, but before you uploaded it. That has happened in the past, but I thought we had gotten all of those bugs resolved.

I also just did a sanity check for 4.10.3 with one of our content-only projects and it did upload properly. What I noticed tho is my code sign on PC took almost 30 seconds while yours took about 2 seconds which seems a little odd. I'm going to update to 4.10.4 since that is what the log is from and see if I get similar results.

-Pete

avatar image Maverick Wolf Feb 22 '16 at 07:34 PM

Just checked the mobile provisions and it will only allow me to select one certificate. Which is the correct one I'm calling upon (Even tho there is another with the same name). Please be advised that these provisions and certificates do work in 4.9 builds of a clean project I made.

avatar image Ravlek STAFF Feb 22 '16 at 07:53 PM

Ok, my 4.10.4 build also worked. I'm going to need your IPA to be able to figure this out. I'll talk with our support and see how you can send it us.

-Pete

avatar image Ravlek STAFF Feb 22 '16 at 07:56 PM

Our support guys will contact you in a bit on how to get it to us. In the meantime, you mentioned two certificates with the same name, is that correct?

avatar image Maverick Wolf Feb 22 '16 at 08:13 PM

Thanks :) Responding right now. Yes I do, but I was able to delete the extra certificate locally. So the only Certificate I have ready to build is the one for the current game. The reason why I have 2 is because I lost the key for the first :X.

avatar image Stephen Ellis ♦♦ STAFF Feb 22 '16 at 08:05 PM

Hi Bpop. I've sent you an email. Please be on the lookout for it, and respond when you can. Thanks!

avatar image Ravlek STAFF Feb 22 '16 at 08:38 PM

Ok, I have done a diff between your executable and mine hoping to only see differences which are the identifier and certificate name. From that, I found that we are including the quotes from your distribution certificate in the executable. Does the name of your distribution certificate include quotes?

avatar image Maverick Wolf Feb 22 '16 at 08:51 PM

On the apple developer site it does not have quotes.

avatar image Ravlek STAFF Feb 22 '16 at 08:51 PM

Nevermind, I figured it out. Your certificate's friendly name is different from it's certificate name and so it is failing the certification name validation. I need to find the certificate name and include it as opposed to the friendly name. I should have a fix soon.

-Pete

avatar image Maverick Wolf Feb 22 '16 at 08:54 PM

You're the best Pete! As you can see from my before posts I have been knocking my head against the wall about this for months now. Love you all over at Epic :)

avatar image Ravlek STAFF Feb 22 '16 at 09:17 PM

I was able to reproduce the bug after changing the friendly name of my certificate. After putting in my fix, it uploaded fine even with the changed friendly name. I don't know if we are doing another hot fix for 4.10, but I will find out. If not, we can get you an updated iPhonePackager.exe which is all that has changed.

-Pete

avatar image Maverick Wolf Feb 22 '16 at 09:33 PM

I would appreciate it if you can send me the updated files. No rush tho, I won't be able to work on it until a day or two from now. Working on multiple projects fun :X haha.

avatar image gecron Mar 10 '16 at 02:37 AM

Hi Pete. Hope you can help me out. I'm having a similar-ish issue with an iOS submission. Made a post about my issue here I have also just downloaded and installed the above Apple Certificate you mentioned and uploaded to iTunes Connect. But still no joy! Please help! :) Cheers George

avatar image paradoc Feb 13 '16 at 08:31 PM

i realize this will be fixed in the next hotfix per thread discussion, but for those that need to upload immediately for various time constraints, there is a great tool called 'iReSign' which is free and on github. that allowed me to package everything on the pc with UE4, and then just run that 'iReSign' script on the mac before uploading the binary. upload and submission through itunes connect was successful after that minor extra step. this is also in accordance with initial answer of 'sign on mac works fine' but i'm somewhat useless when it comes to mac os, so this script was really helpful.

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I have attached an updated iPhonePackager which fixes the issues in this thread. To install,

  1. Open an explorer and explore to the location of the UE4 engine install (typically C:\Program Files)

  2. Change to the Engine\Binaries\DotNET\IOS directory

  3. Back up the old iPhonePackager for safe keeping

  4. Copy the new iPhonePackager to this directory

You should be good to go after this. However, anytime you perform a verify on the install, it will most likely overwrite the updated file. I have also verified this update fixes all of the issues on 4.10.4.

-Pete link text

iphonepackager.zip (82.4 kB)
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answered Feb 24 '16 at 02:29 PM

avatar image

Ravlek STAFF
1.9k 4 6 34

avatar image UpARiver Feb 24 '16 at 07:31 PM

I tried this and it didn't work, I still get Provision key not found.

avatar image Ravlek STAFF Feb 24 '16 at 07:51 PM

Could you provide a log?

avatar image UpARiver Feb 26 '16 at 09:57 PM
avatar image Ravlek STAFF Feb 26 '16 at 10:00 PM

No problem. Based on that log, it looks like your bundle name is incorrect. It is UpARiverDream, but should be something like, com.company.UpARiverDream. can you verify that in Project Settings, IOS section?

avatar image UpARiver Feb 26 '16 at 10:49 PM

If I try "com.company.UpARiverDream", it says identifier not matched in the provision. I checked my ID in the IOS member center, but I dont see anywhere to type my company name. If I try your method it still doesnt work :/. Big thanks for looking into this! At this point I really need your help cause I have no idea what im doing wrong.

avatar image UpARiver Feb 27 '16 at 09:33 PM

UPDATE: Also tried in 4.11, got same issue.

avatar image UpARiver Feb 29 '16 at 05:51 PM

Bump. Please have a look into this, I cannot submit my new build until this is not sorted :/

avatar image Ravlek STAFF Feb 29 '16 at 06:25 PM

Your provision is going to have a full bundle identifier. For instance, when I work with TappyChicken, it is com.epicgames.TappyChicken which is what was specified when I made the mobile provision I used to sign it. Make sure you have set the value in your Project settings for iOS to the same thing as was specified in the mobile provision.

Go to the Project Settings in the editor. That will pop up a dialog. On the left side, you will need to scroll down until you see the IOS link. Select that, then scroll down a bit until you see the Bundle Identifier. Set that to the value specified in the mobile provision you want to use. There will also be a list of the various provisions and certificates on your computer. Make sure the one you want shows up as valid and has a check mark under the distribution column.

After trying that, send me the updated log from the Output Log window. Make sure it is the whole thing so I can see exactly what it does for each step of the build/package process.

-Pete

avatar image UpARiver Feb 29 '16 at 06:53 PM

Ok, so I am writing all my steps here:

Replace Iphone Packager for the one you posted here

Assign 4.10 project for certificate

create certificate request

type email and common name as self email and Upariver as company

generate certificate and key pair

Go to apple developer

Create a Certificate for production (Appstore and Ad hoc)

upload csr file, generate and download

Create provisioning (distribution appstore option)

Select Upariver bundleid and certificate

Download

Close IphonePackager

Open UE4 4.10.4 as admin

Deleted previous provisions from Appdata/Local/AppleComputer folder

open project

Imported provision (Get No Valid Certificate Found atm)

Reimported certificate and key pair

Status of provision now says Identifier not matched as it is currently com.UpARiverDream.UpARiverDream

Change to what matches to itunes connect (UpARiverDream), says now valid in provision.

Try to package now

Get Provision not found again.

I package anyway so you can see the full log. Hope this helps you find the issue.

LOGS: https://onedrive.live.com/redir?resid=22090721B1B171B7!26768&authkey=!AGNnqzZVfJ0iGVk⁢hint=folder%2cuasset

avatar image Ravlek STAFF Feb 29 '16 at 07:00 PM

so your bundle identifier should probably be com.upariver.UpARiverDream. As your company name is upariver is my assumption and the game name is UpARiverDream. Also, none of the things at that link are the log I am looking for. In the editor, under the Window menu item, there is a sub item called Developer Tools, in that sub menu, select the Output Log and that will open a window with the log of what is going on in the editor. Right clicking in that window will allow you to copy the entire log output and then you can paste it in a text file. That's the log I will need to see if there is a failure during your package operation.

-Pete

avatar image UpARiver Feb 29 '16 at 07:04 PM
avatar image Ravlek STAFF Feb 29 '16 at 07:19 PM

Ok, there is a failure trying to get the issued certificate name. Which is a little odd because that follows a standard format. I can probably give you a quick fix because your certificate Friendly Name matches the issued name (in fact, if you use 4.10.4 directly without the extra fix from this thread, it should work for you), but I believe that might be just a band-aid and not fix the real problem, I'll have to think about what I can do to fix this.

-Pete

avatar image UpARiver Feb 29 '16 at 07:20 PM

Ok, thank you very much. I'll be waiting.

avatar image Ravlek STAFF Feb 29 '16 at 07:39 PM

Ok, I know what the issue is. Your issued certificate name doesn't include a special character in it like our Epic one does and the other one looked at as well, so it doesn't have quotes around it. I am looking for the quote and so it is failing to find it. I'll have a fix shortly.

-Pete

avatar image Maverick Wolf Feb 29 '16 at 08:18 PM

I know you already kno this, sorry for the late update. But yeah I still receive the Invalid Signature when uploading thru Application Loader.

avatar image Ravlek STAFF Feb 29 '16 at 08:38 PM

Here is the new updated iPhonePackager with the fix for issued certificate name.

link text

Same instructions apply.

iphonepackager.zip (82.5 kB)
avatar image UpARiver Feb 29 '16 at 09:09 PM

Do I need to reissue certificates?

avatar image Ravlek STAFF Feb 29 '16 at 09:12 PM

No, but if you haven't gotten the updated WWDR certificate (https://www.apple.com/certificateauthority/) you will need that.

avatar image UpARiver Feb 29 '16 at 09:18 PM
avatar image Maverick Wolf Feb 29 '16 at 09:28 PM

I still get this error as well. alt text

avatar image Ravlek STAFF Feb 29 '16 at 09:36 PM

Ok, now I am getting confused, Bpop, did it ever work for you as you stated before?

avatar image Maverick Wolf Feb 29 '16 at 10:56 PM

Sorry I didn't see this sooner. But nothing has worked in 4.10 just yet. In 4.9, on a clean project it builds, and uploads just fine, same certificates and provisions. 4.10 sort of broke everything and is the issue at hand :(

avatar image Ravlek STAFF Feb 29 '16 at 09:32 PM

Ok, that shows that it can't find your provision. Do you have a non-distribution provision? It seems like in an earlier log you did have a non-distribution provision as well. We check to verify you have a valid non-distribution provision before even allowing you to package an IPA in the binary release, so that may be the issue in this one.

-Pete

avatar image UpARiver Feb 29 '16 at 09:35 PM

I dont know if you are talking about me or Bpop, but if its me, I delete all the provisions before uploading my distribution provision into the appdata folder.

avatar image Maverick Wolf Feb 29 '16 at 09:37 PM

All my provisions are for distribution. Are you saying I have to have a Development Provision, even if it's not one that I will be using. In order for it to work?

avatar image Ravlek STAFF Feb 29 '16 at 09:41 PM

@Bpop and @UpARiver, if you are in a binary build, then yes it shouldn't be even allowing you to do any packaging at all if you don't have a valid development provision as that is all we can do to verify everything is already setup. We don't want you to go through an entire build just to find out we can't see it. We probably should be checking distribution certificates as well, but that is separate issue from the current one.

avatar image Maverick Wolf Feb 29 '16 at 10:01 PM

So I added a Developer Certificate and provision. And now my Distribution builds keep breaking.

errorlog.txt (25.7 kB)
avatar image Ravlek STAFF Feb 29 '16 at 10:02 PM

So, your ini file is missing a quote again. GravityWall\Config\DefaultEngine.ini search for Olivine Games. Fix that and try again.

-Pete

avatar image Maverick Wolf Feb 29 '16 at 10:08 PM

So I was able to build. But still getting the Invalid Signature issue. Error ITMS-90035 When I try to upload thru the application loader.

avatar image Ravlek STAFF Feb 29 '16 at 10:10 PM

Well, send me the IPA. I will take a look at it and see if I can figure out what is wrong.

avatar image Maverick Wolf Feb 29 '16 at 10:15 PM

For sure :) Can you send me a email and I'll send it your way. Thanks again for looking into all this. Really sorry that its an issue :(

avatar image Ravlek STAFF Feb 29 '16 at 10:17 PM

Send it to Stephen again, he'll get it on to me. And it's no problem. I've went back and forth with users trying to figure out bugs we couldn't reproduce before. It's also possible I broke something with the latest fix for IPP I posted.

-Pete

avatar image Ravlek STAFF Feb 29 '16 at 10:40 PM

I'll look at it first thing in my morning tomorrow.

avatar image Maverick Wolf Feb 29 '16 at 10:49 PM

No worries :) Thanks again!

avatar image Maverick Wolf Mar 02 '16 at 03:35 AM

Any luck? :)

avatar image Ravlek STAFF Mar 03 '16 at 11:00 PM

Sorry Bpop, been swamped with items for the next release and GDC. I will be looking at this tomorrow morning and hopefully get a fix for this.

-Pete

avatar image Ravlek STAFF Mar 04 '16 at 03:04 PM

Ok, so everything looks like I would expect it to be. The name of the certificate to validate against is now correct. All of the requirements data looks as I expect it to. However, I only ever had one signed binary from a Mac signing to learn from, so it is possible your requirement section might be different if signed on a Mac. At this point, the only way I can figure out what is going wrong is for you to sign your project on a Mac and send me that IPA so I can see what might be different.

-Pete

avatar image Maverick Wolf Mar 04 '16 at 06:27 PM

Is there an easy way to do that other then building a .ipa on a mac? If not that's fine. I can probably get to this on the weekend. Goodluck with GDC! :)

avatar image Ravlek STAFF Mar 04 '16 at 06:31 PM

So I have rewritten some of the code sign code to modify only the bits that need to changed from the original file as opposed to fully re-saving a section. I have attached an updated iPhonePackager.exe. Give it a try and see if it works. I'm not sure it will help, but it will give me another data point.

-Pete link text

iphonepackager.zip (83.7 kB)
avatar image Maverick Wolf Mar 04 '16 at 06:41 PM

I don't have to do anything more then putting it in it's folder and then building a .ipa inside the UE4 editor? No redoing certs or provisions?

avatar image Maverick Wolf Mar 04 '16 at 06:56 PM

I was able to create a build, After doing the " fix. I tried submitting it and got the same Invalid Signature error. Sending over a .rar to Stephen right now.

avatar image OldGreggg Mar 04 '16 at 12:04 AM

I'd like to +1 this, been following the thread with the exact same issues as Bpop, Still haven't been able to upload without that signing error

avatar image Ravlek STAFF Feb 29 '16 at 09:37 PM

UpARiver, looking at your second log again, I don't think you gave me the full log. Either that or you have something completely different wrong that has nothing to do with signing.

avatar image UpARiver Feb 29 '16 at 09:41 PM

https://onedrive.live.com/redir?resid=22090721B1B171B7!26775&authkey=!ANLUdCefXGyna1c⁢hint=file%2ctxt

It compiled fine this time, however before packaging it said provision key not found.

avatar image Ravlek STAFF Feb 29 '16 at 09:43 PM

Ok, try uploading that one to iTunes Connect and let me know if it succeeds. If it does, then I believe we have fixed your signing error. It looks like there is still an issue with it not always running the build, but I'll see if I can reproduce that here.

avatar image UpARiver Feb 29 '16 at 09:46 PM

My concern is that the last time I tried I got the provision key not matching while uploading to itunes connect. And last time it and also had provision key not found, even though it compiled as well. I will try though.

avatar image Ravlek STAFF Feb 29 '16 at 09:49 PM

Post the error message if it fails. Also, just to let you know, you are using a non-standard form for the bundle identifier. Apple recommends something of the form com.CompanyName.GameName. If you already have this game going this way, then leave it that way, but you may need to send me more information if it still fails (such as the IPA itself).

-Pete

avatar image UpARiver Feb 29 '16 at 09:57 PM

You mean the app itself? I can send you my previous build now if you want for you to see. The reason why is because I can only try a new submission tomorrow, as I don't own a mac.

avatar image Ravlek STAFF Feb 29 '16 at 10:18 PM

Ok, I'll have one of our support guys get ahold of you to get the IPA so you don't need to post it in a public forum.

-Pete

avatar image UpARiver Feb 29 '16 at 10:24 PM

Ok thanks, the IPA is uploading atm, tell me where to send it to and I will. Many many thanks for the help so far!

avatar image Stephen Ellis ♦♦ STAFF Feb 29 '16 at 10:58 PM

Hi UpARiver. I've sent you an email, please look out for it.

avatar image UpARiver Mar 01 '16 at 10:28 AM

UPDATE: Although I still had the provision not found error before packaging, it uploaded fine and Im now in the awaiting review stage. MANY THANKS!!!!!!

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