Where do I add the Apple submission certificate so it will package?

I keep getting the “Missing or invalid signature”(Error Attached) error when I try to submit the app to apple for distribution. What is this and where do I place it so that Unreal will package this along with everything else necessary?

Under the package settings I’m reading that “the provision/certificate in green will be used to sign the IPA” however only the development provisioning and certificate stay green even when I choose to package for distribution. How can I get Unreal to grab the correct distribution files? I’ve tried everything and I can’t get this to work.

Please Please…( multiplied by a million) Help!

Cheers!

Hi RickyDay,

Your certificate resides on a Keychain on your mac. If it is in the login keychain, it might need to be in the system keychain (or vice versa).

If moving your certificate to the proper directory does not resolve the issue, please review the following three links and let us know if they do not Answer your question:

*Be sure you have chosen Wildcard for the type of App ID

As a final note, the following could cause an Invalid Signature error (from Apple):

"Your app’s executable was modified after your app was codesigned for submission to the App Store. Because of this, the store is unable to re-sign your application for distribution. This can happen if data was added to the executable after the code signature was created.

You should ensure that your build process does not further modify or append to your app’s executable after it has been signed. If you are using tools other than Xcode to build and sign your app, ensure that you are using the latest version of those tools, and consult the developer of those tools for guidance.

Once these issues have been corrected, you can then redeliver the corrected binary."

If none of the above helps you to resolve the issue, we will need to know what steps you are following to package your game before you try to submit it to the App Store?

-.

Hello ,

Thank you for responding. I will try everything on this list and hopefully one of these options will work. If not I will surely let you know.

Thank you again

Cheers

Okay so here is how I fixed this issue.

After you set up your development and distribution certificates and provisioning in the apple developer website you need to double click them to Open them (Which I’m sure you already know). The provisioning profiles will open and be installed in Xcode and the Certificates will open and be installed in you Keychain Access.

  1. The Certificates will not automatically be valid in Keychain Access I’m not sure why they are not immediately valid? Anyway it takes time to validate. To use them right away you will need to Right Click> and select “Get Info” from the dropdown menu.
  2. Click on the Disclosure Arrow next to trust and set the first dropdown to “Always Trust.” This should set all the subsequent values to “Always Trust” as well. Do this for both certificates (Development and Distribution)
  3. When you click to exit you will be prompted to enter your system password.

*****Here’s the catch that tripped me up for over a month. Setting “Always Trust” will show as “Valid” in Unreal however it won’t actually be Valid in “KeyChain Access.” You can now successfully package in Unreal but it is really of no use anywhere else. You think you’re good but when you go to submit your app to Apple you will always get the dreaded “Missing or Invalid signing request Error.”

THE FIX

  1. I first went to Apple PKI - Apple and downloaded certificates that for some reason were not in my Keychain Access.
  2. I then added them to Keychain Access (Double Click or Drag and Drop) in the “login AND System” sections.
  3. I then clicked back on Developer and Distribution certificates I created on the Apple Developer site and changed them back to “Use System Defaults” and all of a sudden the certificates were valid! It also created an “Apple iPhone OS Provisioning Profile Signing.”
  4. The “Apple iPhone OS Provisioning Profile Signing” Is what you need to check in Unreal when you package for Distribution not the Distribution certificate you made on the Apple Developer site! *****AGAIN THE “APPLE IPHONE OS PROVISIONING PROFILE SIGNING” CERTIFICATE IS THE CERTIFICATE YOU NEED TO CHOOSE WHEN YOU PACKAGE FOR DISTRIBUTION IN UNREAL!!! (Note that it will not be green like Unreal says it should be so don’t be alarmed.
  5. Make sure to select Distribution provisioning as well.

Upload your app using the Application Loader and you should be good!

*****Again make sure you have all of the necessary Apple Certificates besides the ones you created on the Apple Developer website. Here is the website where you can download them Apple PKI - Apple *****
Certificates I have in my Keychain Access:

  • Apple Application Intergration Authority
  • Apple iPhone Certification Authority
  • Apple iPhone OS Provisioning Profile Signing (I did not download this from Apple)
  • Apple Root CA
  • Apple Root Certificate Authority
  • Apple Worldwide Developer Relations Certification Authority
  • Developer Authentication Certification Authority
  • iPhone Developer (The one you created)
  • iPhone Distribution (The one you created)

Yes as you can imagine this process is super SUPER Annoying but is well worth it when you can finally get your game out on the market. Hopefully the process will be much more streamlined in the future but knowing Apple…it wont be.

A big thank you to and any Unreal member (community or staff) who actually answers questions. And a HUGE thank you to Alex Paschall. Alex is on it! Any question my gamemates or I had he either answered or quickly found someone who could. A lot of people complain about not getting answers to questions but Alex always found solutions. Hint! Hint everyone! Alex should be commended and promoted, for he is…“The Man!”

Perhaps in the future I will make a tutorial on how I achieved this but to be honest I am still trying to understand it all.

Cheers
Hope this helps

It’s time for me to get back to creating games, now that I can finally get them out.

Thanks for taking the time to post your findings and helping to bridge the gap in information between packaging a game for iOS in UE4 and actually getting it published to the App Store. This will surely help a lot of users facing the same problem.