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4.13 tvOS problem with packaging

Hello, I have a problem when I try to fill in for TVOS, I had already pointed out this problem in version 4.10, but it continues to persist. I was told that the provisioning profile was wrong, but I found that there is an error in the Info.plist file located inside Saved / StagedBuilds / TVOS the item Build Identifier is reported com.YourCompany.BeeRoll while in the IOS Folder entry is correct. On iOS, there are no problems and both are correct license

Product Version: UE 4.13
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asked Sep 02 '16 at 07:48 PM in Packaging & Deployment

avatar image

Smoky Minds
81 3 6 7

avatar image Steve Hardister ♦♦ STAFF Sep 07 '16 at 03:45 PM

Hi Smoky Minds,

As was stated when you reported this for UE4.10, if you are on a Mac, packaging will work in our Binary version of the engine (from the Launcher downloaded from Epic -not the source version from GitHub.) If you're developing on a Windows system, you will need to remote sync to a Mac in order to sign it.

Please double check again that you have the Apple TV development provisions and certificates installed. Also, here are a couple of links that address the error found in the log from your previous post:

Common Code signing issues and Upload tvOS builds

-Steve H.

avatar image Smoky Minds Sep 07 '16 at 03:52 PM

I'm using a Mac and Launcher version. I don't have any problem with deploy for iOS

avatar image Steve Hardister ♦♦ STAFF Sep 08 '16 at 05:24 PM

Please provide the output log generated when packaging for TVOS.

avatar image Smoky Minds Sep 09 '16 at 01:16 AM

I renewed expired certificates thinking they were the ones the problem, but now the same problem appears deploying on iOS!

ue2setting.jpg (72.6 kB)
logue41.jpg (328.6 kB)
avatar image Smoky Minds Sep 09 '16 at 01:17 PM

Output Loglink text

outputlog.txt (24.6 kB)
avatar image Steve Hardister ♦♦ STAFF Sep 09 '16 at 02:49 PM

In your project settings, you must have the single correct certificate match the specific, individual provision for that specific project (This goes for iOS as well as TVOS).

In the editor project settings for iOS there are two lists at the top, one is the signing certificate and the other the provision. There are check boxes next to each certificate and provision. Make sure to select the one you want to use for that specific project.

-Steve H.

avatar image Smoky Minds Sep 09 '16 at 02:57 PM

I have created two mobileprovision for each version. The same problem happens if deplying on iOS

avatar image Steve Hardister ♦♦ STAFF Sep 09 '16 at 08:13 PM

The image above shows your provisions and certifications but not your bundle identifier. Make sure your bundle identifier is correct, if it is not, and post a screenshot showing your provisions and certifications and including the bundle identifier.

avatar image Smoky Minds Sep 09 '16 at 08:40 PM

I am attaching the screenshot with the data that you're asking. In the meantime I tried to Xcode to remove and re-download the mobileprovision and now I doing deploying another mistake, I am attaching the log!

uelog.jpg (200.1 kB)
avatar image Smoky Minds Sep 09 '16 at 08:41 PM

This is a setting screenshot

uesetting.jpg (82.8 kB)
avatar image Steve Hardister ♦♦ STAFF Sep 09 '16 at 08:56 PM

Since we are going into the weekend I did some research from past issues that where getting the same error you are getting which is: The app could not be digitally signed because the signing key is not configured.

As mentioned previously, this is likely an issue with the Bundle Identifier. In addition to the screenshot, please look in Engine/Intermediate/IOS for UE4Game-Info.plist and tell me what the CFBundleIdentifier is in that file? Does it match your project settings? If not, deleting the Intermediate and Saved folders should correct this as the project will use the Bundle identifier designated in your Project settings.

An older issue leading to this error was when the engine would do a validation check before allowing File|Package. The engine was not re-generating the plist file for use by the validation pass and so it read an old out-dated file (or worse didn't even find one) and failed the validation.

In case this is reoccuring, go into Engine/Intermediate/IOS and put the correct bundle identifier in the plist which resides there. If you don't find a plist there, then check the ProjectDir/Intermediate/IOS directory for it.

Another older problem that occurred was that the certtool could not see the signing certificates in the System Keychain, but could in the Login Keychain. If this issue has re-occured, if your certificates are in the System Keychain, that might be the problem.

The IPP uses the certtool to find the signing certificate that is referenced by the provision which matches the game bundle identifier. If it is failing this means one of three things: 1) The provision that was found doesn't have a matching signing certificate, 2) the matching signing certificate has expired, or 3) the signing certificate that is referenced by the provision doesn't match the game bundle identifier.

Lastly, make sure wifi is not on the device you are launching to.

avatar image Smoky Minds Sep 09 '16 at 09:00 PM

Now I try. IOS can make deploying, and the operation goes successful

avatar image Smoky Minds Sep 09 '16 at 09:17 PM

I tried your procedure of Engine / Intermediate / IOS the bundle identifier is correct, in fact I can genereare the successful .ipa. While on Engine / Intermediate / TVOS com.YourCompany.BeeRoll appears to me, I tried deleting UE4Game-Info.plist, but when I recompile displays the same error and regenerates the wrong .plist

avatar image Steve Hardister ♦♦ STAFF Sep 12 '16 at 08:10 PM

Does this only happens with the distribution certificate and provision? Please try it without distribution certificates and provisions and post your results.

avatar image Smoky Minds Sep 12 '16 at 10:36 PM

Unfortunately I can try only in distribution mode because I do not have the USB type C cable to connect the Apple TV. But if I compile for iOS, I don't have any problem

avatar image Steve Hardister ♦♦ STAFF Sep 13 '16 at 03:55 PM

You do not need to deploy -just do the package step with a development certificate and provision.

avatar image Steve Hardister ♦♦ STAFF Sep 16 '16 at 07:51 PM

Hi Smoky Minds,

Since we have not heard back from you in a while, we are marking this post "resolved" for tracking purposes. However, if you are still having a problem packaging for tvOS, then respond and let us know what happens when you try to package with the development certification and provision and we will continue to investigate.

Thanks,

Steve H.

avatar image Smoky Minds Oct 03 '16 at 11:41 PM

Re-contact you for the same error, Unreal 4.13.1. I did a test with another project by deploying both distribution that development. I am attaching the two screenshots, as you can see the BundleID is accurate and corresponds with the one created on the Apple site

alt text

uesetting.jpeg (189.6 kB)
avatar image Smoky Minds Oct 03 '16 at 11:43 PM

And this is a log ![alt text][1]

uelog.jpeg (458.8 kB)
avatar image Steve Hardister ♦♦ STAFF Oct 06 '16 at 05:46 PM

From your screenshots, please list/identify the following:

  1. Certificate and Matching provision for iOS Development (For tvOS) + Bundle Identifier 1

  2. Certificate and Matching provision for iOS Distribution (For tvOS) + Bundle Identifier 1

  3. Certificate and Matching provision for iOS Development + Bundle Identifier 2

  4. Certificate and Matching provision for iOS Distribution + Bundle Identifier 2

avatar image Smoky Minds Oct 06 '16 at 07:10 PM

Now I have the same problem on iOS after I upgraded to 4.13.1, I opened another place here iOS Failed to find a valid matching mobile provision

avatar image Steve Hardister ♦♦ STAFF Oct 07 '16 at 06:57 PM

The resolution to this post and the new one you have created lies in the answer to the 4 questions above:

You must have separate Certificates and matching Provisions for all 4 listed cases. You cannot use the same iOS Certificates and Provisions for both the tvOS Project and iOS (phone) project and thus, the Bundle identifiers must be different between the iOS and tvOS Certificates and Provisions.

Please verify that you have all of the above by listing them in the order I have requested the information. If you do not provide this information we can only assume you have mismatching Certificates, Provisions, and Bundle Identifiers as indicated by your logs.

avatar image Smoky Minds Oct 08 '16 at 10:03 PM

I am attaching the screenshot of the iOS settings screen. With the 4.13.0 version could be in distribution and development to complete the operation on iOS, except TVOS. While after upgrading to version 4.13.1, the operation fails even on iOS. The other post that I opened was for another project, but it has the same problem.

alt text

avatar image Steve Hardister ♦♦ STAFF Oct 13 '16 at 08:53 PM

Based on your screen cap, you have the cert/prov pairing manually selected.

However, you have selected the Distro provision and the Development certificate.:

Settings

This why the log states: UATHelper: Packaging (iOS): env: Provisioning profile "RFTDevelopmentAdhoc" doesn't include signing certificate "iPhone Developer: Vasco Wollschlaeger (YXA4Y4RPEM)".

It just appears you had bad naming convention when creating the provision.

If you don't manually pair these, it will select the correct pairing.

During the 4.13.0 release, there was a pairing bug (UE-35316) which was fixed for the hotfix (4.13.1).

Try not manually pairing these (uncheck all boxes) and if it fails to package, try creating a new Certificate and Provision pair with less confusing name conventions.

"RFT Development Adhoc...Distro_RFT Development Adhoc.mobileprovision"

NOTE: you can only use Adhoc. mobile provisions with distribution ceritficates, not development

unnamed.png (324.0 kB)
avatar image Smoky Minds Oct 13 '16 at 09:28 PM

Now as you can see from the screen they are highlighted in green, but still does not begin compiling. In 4.13.0 Now as you can see from the screen they are highlighted in green, but still does not start to build. In 4.13.0 I had no problems, only with TVOS, now I can not with either of them, as soon as I click on File - Packege Project - iOS, the error is displayed immediately, while on Project Launcher could complete the task but Application Loader Apple does not accept the .ipa file.

I am attaching the file of settings so you tell me if I have done correctly, the positive thing that has now highlighted green clearing the casellle. Then I wanted to ask the AdHoc distribution is not only limited to a few devices? How does it then to publish it in the app store so that it is available to everyone?

alt text

uesetting.jpeg (233.1 kB)
avatar image pyr0t0n Oct 14 '16 at 10:59 AM

We have the same problem. It is not possible to build an iOS / iPhone Distribution, the Unreal Engine is always selecting the development "profile and certificates" instead of distribution.

1, Development:
Packacking (no Distribution)

2, iOS Provision (Development):
automatic selection (Development)

3, Distribution:
Packacking (Distribution)

4, iOS Provision (Distribution):
automatic selection (Distribution)

5, Manuell selection and Output Log (combined):
manual selection (Distribution) + Output Log As you can see/read, the Engine is selecting the development profile and certificate instead of the distribution version.

avatar image Smoky Minds Oct 14 '16 at 11:50 AM

They said they had corrected with the 4.13.1, 4.13.0 but instead I could fill with no problems, except for TVOS.

avatar image pyr0t0n Oct 17 '16 at 09:28 AM

We were able to do a distribution build after deleting the developer cert, key and provisioning on our Mac machine. If we add the developert cert and key again we are able to build a dev version again but no distribution version.

It's not a good solution but a workaround.

avatar image Smoky Minds Oct 17 '16 at 07:19 PM

Now I was able to do this, using Project Launcher, if I do it from File - Package Project - iOS, appears the license error. I tried to download the .ipa with Application Loader and Apple sent me this email

Dear developer,

We have discovered one or more issues with your recent delivery for "Opposite Ball". To process your delivery, the following issues must be corrected:

This app attempts to access privacy-sensitive data without a usage description. The app's Info.plist must contain an NSCalendarsUsageDescription key with a string value explaining to the user how the app uses this data.

Though you are not required to fix the following issues, we wanted to make you aware of them:

Missing Push Notification Entitlement - Your app includes an API for Apple's Push Notification service, but the aps-environment entitlement is missing from the app's signature. To resolve this, make sure your App ID is enabled for push notification in the Provisioning Portal. Then, sign your app with a distribution provisioning profile that includes the aps-environment entitlement. This will create the correct signature, and you can resubmit your app. See "Provisioning and Development" in the Local and Push Notification Programming Guide for more information. If your app does not use the Apple Push Notification service, no action is required. You may remove the API from future submissions to stop this warning. If you use a third-party framework, you may need to contact the developer for information on removing the API.

Once the required corrections have been made, you can then redeliver the corrected binary.

Regards,

The App Store team

avatar image Ravlek STAFF Oct 18 '16 at 08:36 PM

Smoky Minds,

Could you provide the complete log for your editor session? That will help me figure out where the problem lies. We don;t do anything with the key specified by Apple, so I am not sure why that would come up, but seeing the whole log may help me determine what is going on.

-Pete

avatar image Smoky Minds Oct 19 '16 at 03:39 PM

This is log from project launcher

link text

projectlauncher.log (193.3 kB)
avatar image Steve Hardister ♦♦ STAFF Oct 21 '16 at 07:12 PM

This log this last one shows a successful build, - just a problem exiting UAT... Did it not create a package at all?

avatar image Smoky Minds Oct 21 '16 at 07:33 PM

The .ipa file is created now, the only problem is TVOS that does not work, and what message that sends me apple after they complete the upload for testflight.

avatar image Steve Hardister ♦♦ STAFF Oct 25 '16 at 09:54 PM

What do you mean by the tvOS does not work? Do you mean that you have tested this on a tvOS device and it is not working at all? Or do you mean that you simply cannot upload the tvOS to the App store and are getting the above message from Apple?

Looking at the above message from Apple, the part about having push notifications is easily corrected by enabling push notifications on in the iTunes connect settings. Also, even if you did not correct this, it is only a warning and would ultimately allow you to publish regardless of if you fixed this.

However, this part: "This app attempts to access privacy-sensitive data without a usage description. The app's Info.plist must contain an NSCalendarsUsageDescription key with a string value explaining to the user how the app uses this data."

-Your app is trying use the end-user's personal data and you have to do just what it says. This is not a bug with UE4 but something you have to correct.

avatar image Smoky Minds Oct 26 '16 at 12:07 AM

As I explained to you, I have two projects: The first is for TVOS and iOS The second is only for iOS After doing upload with Application Loader, I receive the email from Apple, but as you can see on the picture I attached the Push Notification is configured you. On TVOS I can not create the .ipa, I am attaching the TVOS log in another answer

avatar image Smoky Minds Oct 26 '16 at 12:10 AM

This is instead the error log with TVOS, the error is present on all projects

tvoserrorlog.jpeg (451.2 kB)
avatar image Steve Hardister ♦♦ STAFF Oct 26 '16 at 03:18 PM

Since the title of this thread is "4.13 tvOS problem with packaging" we are only dealing with the tvOS issue. Bringing in information about the iOS is only adding confusion. We need the ENTIRE output log and Project log in a text document for the tvOS issue only! Please don't post screenshots unless requested.

avatar image Smoky Minds Oct 26 '16 at 04:44 PM

The last log I have sent is TVOS

avatar image Steve Hardister ♦♦ STAFF Oct 28 '16 at 08:14 PM

The last tvOS log sent was from project "OppositeBall." The last screenshot you sent, which is of no value to us, is from project "BeeRoll_" If you do not want to send your entire tvOS output logs as text files then we cannot help you.

avatar image Smoky Minds Oct 28 '16 at 08:25 PM

It seems to me to have you sent two screenshots, one with that of the configuration of the push notification (another error screen that does not know how to solve), and the last is BeeRoll referring to this post, with the TVOS log, and add that the same error occurs if you compile for iOS and for other projects. I do not know what other send log saw that all the evidence that I do generates the same error

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I finally managed to create the .ipa file is on TVOS that iOS using this solution found in the forum:

first try adding an empty c++ file to your project. then try recompiling.

if you already have c++ files, delete Binaries, Build, Intermediate and Saved folders, delete the xcode file, and re-generate it (backup your project).

also, this might be a plugin problem. try disabling the ones you do not use.

The only thing now is that when I send to the Application Loader .ipa file I get this error:

1 package(s) were not uploaded because they had problems: /var/folders/87/y_fb80rx2f79cvgsznvmtksc0000gn/T/6051659F-A3EA-4334-9787-7A1CA7E0BC8F/1095064973.itmsp - Error Messages: ERROR ITMS-90513: "Missing Info.plist Key. Your app's Info.plist in 'Payload/Bee_Roll.app' must contain the 'TVTopShelfImage.TVTopShelfPrimaryImageWide' key." ERROR ITMS-90471: "Missing Image Asset. Your app is missing the Large App Icon asset 'AppIconSmall' in 'Payload/Bee_Roll.app'."

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answered Oct 28 '16 at 11:28 PM

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Smoky Minds
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