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 :slight_smile:

more people on the with the same issue
https://.unrealengine.com/showthread.php?92627-Unreal4-10-On-Distribution-Build-Provision-and-Signing-key-not-found

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. ios - App Submission: Invalid Binary - Invalid Signature - Stack Overflow
  2. ios - Invalid Signature (Invalid Binary) on iTunes Connect - Stack Overflow
  3. Technical Note TN2318: Troubleshooting Failed Signature Verification

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

Thanks,

.

Hi , 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

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.

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?

Hi ,

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.

Hi , 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

Are you on a Mac or PC?

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

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

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

That should be fine :slight_smile:

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

Hi there,

I posted about a similar issue in

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.

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

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 :slight_smile: I hope it gets fixed soon, god speed! :smiley:

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

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.

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