When packaging new or existing ios projects for distribution, UE fails to recognize the bundle identifier explicitly set in the ios package settings. It always defaults to *.YourCompany.ProjectName
4.10 does not have this issue.
To reproduce, simply package a project for distribution and attempt to upload to itunesconnect to recieve error. You can also verify the incorrect bundleid in the plist.
Thanks for providing us with this information. I have packaged projects on the Binary version of the engine for Distribution - iOS. Both 4.11 Preview 4 and 5 provide me with the same error: Error Failed to Code Sign.
After looking into this further, it seems that this issues fix was submitted after preview 5 was released. If you’d like to download our source version of the engine, I would look into getting a version of the engine that’s after CL 2863698.
You can verify the number by going to Help > About Unreal Editor and you’ll see it say Version: 4.11.0-2858478. Which is lower than the number provided previously.
I verified with the Developer that 2863698 is the CL the fix was included in.
The good news is the latest 4.11 branch on gihub now deploys to iOS. The bad news is that the same bundle identifier packaging problems still exists when deploying to tvOS. Can you make sure that the fix is also applied to tvOS platform?
Thanks for letting us know that the latest 4.11 branch on GitHub has allowed you to deploy to iOS. Please keep in mind that tvOS is an experimental feature in 4.11 and it’s not expected to be fully supported in 4.11. We do plan on it being fully supported in a future version of the engine though. With that being said, I have made sure that this issue is being tested and addressed by Engine QA and our Developers.
TVOS is experimental in the 4.11 release. However, you can fix the issue as follows: in UEDeployTVOS.cs (Engine/Source/Programs/UnrealBuildTools/TVOS) replace:
ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", bIsUE4Game? null : new DirectoryReference(ProjectDirectory));
(approximately line 47) with:
DirectoryReference DirRef = bIsUE4Game ? (!string.IsNullOrEmpty(UnrealBuildTool.GetRemoteIniPath()) ? new DirectoryReference(UnrealBuildTool.GetRemoteIniPath()) : null) : new DirectoryReference(ProjectDirectory);
ConfigCacheIni Ini = ConfigCacheIni.CreateConfigCacheIni(UnrealTargetPlatform.IOS, "Engine", DirRef);
That will make it so Content-only projects will properly deploy to the Apple TV. Code-based should work fine even without those changes. This will be fixed in 4.12 as TVOS will become a first class platform at that time.