Why won't the bundle ID update for tvOS?

I have no issue packaging and deploying on an iPhone or iPad.

I have one developer certificate and two .mobileprovision (One for iOS and one for tvOS)

Both of those have the correct devices attached and the one developer certificate.

When looking through the log…

For iOS - All is well.

For tvOS - It is looking for the incorrect bundle ID…

However it obviously has the correct bundle ID when I send it to an iPhone or iPad… It works just fine.

What am I missing? Is there a file that has the bundle ID for each?

Seriously, loving Unreal… This just seems like an oversight. Maybe mine… Can someone shed some light on this?

FYI - Yes, I am just using a demo project to alleviate anything that I could have done. That is why the project name is MyProject4. That is why I think that it is just an error in the ‘YourComany’ part of the bundle ID. I most certainly changed it (as you can see above). iOS sees the change. tvOS does not.

Thanks in advance!

EDIT - I have since found the info.plist for each platform. I can see that the Bundle ID is correct in the info.plist for iOS. It is truly setting the Bundle ID to ‘com.Your Company.MyProject4’ in the info.plist for tvOS. I tried to change it manually, but the file gets re-written each time I try to launch on the Apple TV. Any help here would be greatly appreciated!

I am going to put this in as an answer, instead of an edit to my original post…

I would still love clarification on why this works.

I found that another person having a similar issue added an empty C++ file to the project.

Nothing else, just an empty C++ file.

I did the same and now have my project running on my Apple TV.

Why? What am I missing?

This is not expected behavior but I have not entered an “official” bug report because we have not been able to reproduce it in house. However, I have added this post as another example where this is happening. Will likely open an official bug report after the Thanksgiving holiday pending further discussion with iOS developers.

Thanks for the reply! In my installation, it happens every time I create a new project. Once I add the C++ file it stops. I can send you whatever you need from me if that will help.

Same thing happens for me also. I get the same error until I add code and then it is able to launch.

Not sure if this is a similar problem but I can’t even launch on Windows:

For me, adding a C++ file did not help in 4.14.1. However, the problem appears to be fixed in the 4.15 branch (not released) built from source. Unfortunately, there are more problems after this one.

Ok. Any movement on this? I can’t upgrade to 4.15 yet. I have a collaborator that isn’t using a Metal capable iMac… Ugh. Any new project I make, I have to add the blank C++ class file and then it finds the right bundle ID.