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4.18.0 Release - iOS icons and Marketing Image

OS - macOS 10.13 UE - 4.18.0 Preview 2 Xcode - 9

Issue - There isn't a place to put the 1024x1024 Marketing Image and the App Icons don't get built into the project.

Steps to reproduce -

  • Create a new blueprint project.

  • Go to Project Settings>iOS

  • Notice that there isn't a place for the Marketing Image (1024x1024)

  • Add splash screen and app icons

  • Build for iOS

  • Rename the .ipa to .zip

  • Unzip it

  • Open the Payload folder that gets created

  • Right click the file in that folder and select 'Show Package Contents'

  • Notice that there aren't any App icons present, only the splash screens

In the info.plist, the CFBundleIconName is set to AppIcon. That is fine, if the 1024x1024 image is named AppIcon...

Thanks!

I am going to add on to this a bit...

It seems like you might want to revisit the info.plist builder. Here are the screenshots of one from 4.16.3 and one from 4.18.0 Preview 2. I don't see the correlation between the new one and the icons required. The file path at the top will tell you which is which. I labelled the folders Payload416 and Payload418.

alt text

alt text

Shouldn't these be the icon and launch screen sizes?

alt text

Product Version: UE 4.18
Tags:
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asked Oct 02 '17 at 02:33 PM in Bug Reports

avatar image

Onildera
96 7 8 10

avatar image LeandroKanishka2 Oct 05 '17 at 01:49 AM

im dealing with the same problem in 4.17.2, my info.plist looks like yours 4.18 version, and i edit manually before exporting the build and it was overwritten by the engine default...

Application loader from mac dont find the icons and i cant upload for testflight...

avatar image avzo Nov 01 '17 at 12:49 PM

Still having the same problem with 4.18.0 (release version).

avatar image Tiefsignal Nov 07 '17 at 05:43 PM

Same Issue as Onlidera

I get the Errors directly in the Application Loader.

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6 answers: sort voted first

I've been running into the Invalid Image Path issue for months. When making a For Distribution Shipping build, I discovered if you look in Binaries/IOS/Payload there are two .app files PROJECT_NAME and PROJECT_NAME-IOS-Shipping. All of the "missing" icon files are located in the PROJECT_NAME-IOS-Shipping app. If you right click and Open Package Contents, you can see them all.

I've made a blog post on my studio's website detailing a workaround that I've used to be able to successfully upload apps to iTunes Connect through Application Loader, and also ship an app to the App Store (Solitaire AR: vhttps://itunes.apple.com/us/app/solitaire-ar/id1290932942?ls=1&mt=8)

Here's the blog post: https://nacellegames.com/blog/2018/2/17/workaround-for-missing-app-icons-in-ios-shipping-build-in-unreal-engine-418

I'll also detail the steps below:

This is what I do go get a working build:

  1. Make a For Distribution, Shipping build in the Engine

  2. Open Binaries/IOS/Payload folder in the project directory

  3. Copy/Move all files from PROJECT_NAME-IOS-Shipping.app to PROJECT_NAME.app (I have had to use Terminal to move files after updating to macOS High Sierra)

  4. Look at the Output Log in the Editor, and find a line that begins with the following Terminal command (it'll be near the end of the Output from the Build process):

/usr/bin/codesign --force --sign

  1. Copy the entire Terminal command (which will include a long alphanumeric key, the word entitlements, a path to a PROJECT_NAME.app.xcent file, and a path to the PROJECT_NAME.app file

  2. Paste the command into Terminal

  3. Run the pasted command; this will resign the PROJECT_NAME.app file (this is required since you modified the .app bundle by adding the icon files in step 3).

  4. Copy the PROJECT_NAME.app file into another directory.

  5. Make a new folder called "Payload", in the same directory you copied your PROJECT_NAME.app file to

10.Move the PROJECT_NAME.app file into the Payload folder you just made

  1. Zip the Payload folder

  2. Change the zipped Payload folder's name to "distro_PROJECT_NAME.ipa"

  3. Make sure to use the .ipa extension, which turns the zipped folder into an iPhone app file

  4. Upload the .ipa file to TestFlight/App Store through Application Loader

I've been doing this for at least the past few months to get builds onto Test Flight and into the App Store; including my studio's AR game Solitaire AR: https://itunes.apple.com/us/app/solitaire-ar/id1290932942?ls=1&mt=8

I've been using Xcode 9, 9.1, and now 9.2 to make builds. I've had to use this process for all For Distribution, Shipping Builds.

It would be stellar to have a fix for this soon.

Note: this issue is also posted about on this AnswerHub post: https://answers.unrealengine.com/questions/723844/packaging-for-ios-app-icons-arent-included-in-the.html

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answered Feb 18 '18 at 03:53 AM

avatar image

JonathanADaley
644 37 49 77

avatar image JonathanADaley Feb 18 '18 at 03:56 AM

Also wanted to mention even with this method, there are still icon files on iOS that appear as the Unreal Icon and not the app's icon; as well as there are icons in the PROJECT_NAME-IOS-Shipping.app that are Unreal icons, which are also not present in the Project Settings for iOS. Even when modifying those to be actual app icons, there are still Unreal icons displayed on iOS.

avatar image EBGEHEBHA Feb 18 '18 at 10:37 PM

I'm sorry I'm a stupid Russian who does not understand what you wrote can show at least a photograph of where to take all these teams and where to insert them I'm already desperate and do not know what to do at the moment you are my only hope

avatar image JonathanADaley Feb 19 '18 at 03:52 AM

The steps are a little easier to follow on the blog post I made: https://nacellegames.com/blog/2018/2/17/workaround-for-missing-app-icons-in-ios-shipping-build-in-unreal-engine-418

If your project is called MyProject, the directory to look at is in MyProject/Binaries/IOS/Payload/

In the Payload folder, find MyProject-IOS-Shipping.app. Right click the file and select Show Package Contents. Copy or Move all files from MyProject-IOS-Shipping.app to MyProject.app (also in the Payload folder).

After copying/moving all the files, re-sign MyProject.app using the Terminal command from the Output Log. Then repackage in an ipa and you’re good to go!

avatar image EBGEHEBHA Feb 19 '18 at 11:58 AM

after I changed and added the icons I need to compile the project then I have to register a command in the termenal and after that I need to upload if I have correctly understood you and can describe these points in more detail Copy the PROJECT_NAME.app file into a directory other then the project directory

I usually use the Staging Directory

Make a new folder called "Payload", in the same directory you copied your PROJECT_NAME.app file into

Move the PROJECT_NAME.app file into the Payload folder you just made

Zip the Payload folder

Change the zipped Payload folder's name to "distro_PROJECT_NAME.ipa"

Make sure to use the .ipa extension, which turns the zipped folder into an iPhone app file

Thank you

avatar image Onildera Mar 28 '18 at 10:57 AM

Has there been any final fix for any of this? I have been checking back from time to time but haven’t seen any movement on this at all.

avatar image arzeimuth May 09 '18 at 09:24 PM

Seeing that there are many hours of overhead for troubleshooting and many different methods of signing and editing the .ipa, are there any final concrete solutions for 4.17.2 and/or 4.18.3? Although we are using 4.17.2 to build this, is the final solution to upgrade to 4.18.3 and use XCode 8.3.3 to build the correct image path for the CFBundleIcons?

alt text

cferror.png (131.6 kB)
avatar image JonathanADaley May 09 '18 at 10:05 PM

The issue isn't that the paths are wrong, it's that the image files are missing. You need to add the missing files, resign, and recompress the built app. I wrote up instructions on my studio's blog: https://nacellegames.com/blog/2018/2/17/workaround-for-missing-app-icons-in-ios-shipping-build-in-unreal-engine-418

avatar image JonathanADaley May 09 '18 at 10:03 PM

This issue is fixed in 4.19. I've been able to package iOS builds for TestFlight distribution to testers without any issues.

For Unreal Engine 4.18, there is a workaround I wrote up in a blog post on my studio's website: https://nacellegames.com/blog/2018/2/17/workaround-for-missing-app-icons-in-ios-shipping-build-in-unreal-engine-418

The workaround is the only "fix" I know of for 4.18.

avatar image avzo May 10 '18 at 05:29 AM

Another workaround that also does the job:

( 1 ) Start UE 4.18 editor, ( 2 ) Connect your iPhone to your Mac, ( 3 ) Press the Launch button in UE editor (target = your iPhone).

After completing the previous steps once, "Package for iOS" (shipping) works so that the icon files will be copied to the bundle correctly. Note that it is Ok if step 3 does not actually launch the game due to code signing error. (This happens if you try to launch a distribution / shipping build.

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Has Anyone found a solution to the problem. We are trying to submit an app in the next day or two and can't find a fix for this. Please help.

We have tried turning the .ipa file into a zip and then replacing all the unreal icons with our, the turning it back into an .ipa file. There are no unreal icons in the project folder, but still when we push it to the iphone the app icon is still unreal. I don't know where this is coming from.

Help would be really appreciated. Tom

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answered Dec 06 '17 at 10:42 PM

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Pulsestudio
11 1 6

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Any workaround for this problem? Can I add the icons manually somewhere until the problem is fixed?

I need to put my App on itunes connect...

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answered Nov 13 '17 at 03:39 PM

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Tiefsignal
11 2 8

avatar image Onildera Nov 13 '17 at 09:42 PM

I sure hope so! If you hear anything before I do, let me know!

I have another project starting that I am going to use another game engine for. I can't wait around for this fix. Maybe the next project that starts up...

Edit: I am out of the office right now, but I feel like I tried it with iOS 10 selected. See my screenshot above. There are two errors referencing >=10

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Hey everyone I had the same Issue as described and finally got rid of it. ( App is now in the App Store) -I updated to 4.18.1 -I launched the game to my iPhone directly This way it somehow puts the images on the right path. Afterwards I was able to package and uploading successfully.

Best regards

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answered Dec 07 '17 at 05:53 AM

avatar image

Tiefsignal
11 2 8

avatar image Onildera Dec 08 '17 at 04:43 PM

Thanks for that! I think, for us anyway, that we will be waiting for a final fix. I hate trying to force something to work. I never feel confident that it will continue working or that it didn't somehow affect something detrimentally that I just haven't seen, yet. I have conflicting feelings about the length of time this bug has been around and how many people are actually using UE for iOS games. Just bigger guys that are editing the source themselves to get around it? Maybe just those that don't update as much and aren't affected? I really wanted to be on Xcode 9 and I feel like that caused most of my headaches. I also wanted to use the newest UE... Seems like I will forever be in the minority here. I don't want to edit the source code and I want to stay updated. Every time I do, I have an issue. I may just need to jump ship. Can anyone see a reason for us to stay on this engine if our projects are to be released on iOS first? I hope someone can help make the decision a little easier...

Edit: I mean really... I reported this when it was in pre-release over two months ago. Is that what I should feel like is an acceptable timeframe for issue resolution? I am totally grateful for the acknowledgment and the work being done to get it fixed now, but what was the use in me saying something early?

avatar image nicksava Dec 08 '17 at 04:51 PM

I tried the above last night to no resolve unfortunately. Now my project loads on iOS with a missing "game module" error, so somewhere in the packaging process, scripts are getting looked over or passed by. I'll submit a bug report later today.

To answer your question re : iOS (or try to at least) I think it will stabilize for devs soon. It's a few moving parts - massive new hardware and software changes. New UE4 changes isolated from those iOS changes, and moving from a major beta cycle to a major release cycle. Give it a few months and I bet it's back to smooth sailing for UE4 to iOS workflow.

That said, if you're trying to work at the cutting edge of iOS and new / beta features, it seems the UE4 pipeline might give you issues unless you are willing to work with source engine code as you mentioned. It's hard to get in the sweet spot between beta and release for iOS, even using Xcode only.

If anyone from Epic can chime in about best practices for developing for the lastest iOS versions w UE4 , especially regarding the distribution and certification side of things, I'm sure we'd all greatly appreciate it!

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Hi everyone,

I just wanted to provide a quick update on this post. Some of the issues that were brought up in this post have been fixed in 4.18.3, with the majority having been added to 4.19. Both 4.18.3 and 4.19 Preview 1 are currently available, so please try upgrading a copy of your projects to one of those versions (4.19 Preview 1 should include the fixes that went into 4.18.3, but we do not recommend doing actual project development work with it) and let us know if you still see any of these issues occurring.

Tim

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answered Jan 17 '18 at 08:59 PM

avatar image Onildera Jan 17 '18 at 09:15 PM

Fingers crossed. I am going to get 4.19 Preview 1 now. Thanks for the update!

avatar image Onildera Jan 17 '18 at 10:12 PM

Ugh. With 4.19.0 I get:

UATHelper: Packaging (iOS): ERROR: System.IO.DirectoryNotFoundException: Directory '/Users/Shared/Unreal Projects Local/icontest418release 4.19/Build/IOS/Build/IOS/Resources/Graphics' not found.

UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: Unknown Error

I will try to make a new project and test. This was just a test project to see what is in the .ipa

avatar image rainb00ts Jan 17 '18 at 10:19 PM

I'm going to try in a bit with a project that previously got past Application Loader but experienced crash on launch (even as a blank project).

Thanks Tim and Epic team!!

avatar image Onildera Jan 18 '18 at 12:35 AM

Ok. Tried it with an actual project on 4.19.0. Here are the errors -

UATHelper: Packaging (iOS): ERROR: System.IO.DirectoryNotFoundException: Directory '/Users/Shared/Unreal Projects Local/REDACTED/Build/IOS/Build/IOS/Resources/Graphics' not found.

PackagingResults: Error: System.IO.DirectoryNotFoundException: Directory '/Users/Shared/Unreal Projects Local/REDACTED/Build/IOS/Build/IOS/Resources/Graphics' not found.

UATHelper: Packaging (iOS): ERROR: Command failed (Result:5): /Users/Shared/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe IOS Shipping -Project="/Users/Shared/Unreal Projects Local/REDACTED/REDACTED.uproject" "/Users/Shared/Unreal Projects Local/REDACTED/REDACTED.uproject" -NoUBTMakefiles -remoteini="/Users/Shared/Unreal Projects Local/REDACTED" -skipdeploy -flushmac -noxge -nocreatestub -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.01.17-19.24.45.txt'

PackagingResults: Error: Command failed (Result:5): /Users/Shared/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe REDACTED IOS Shipping -Project="/Users/Shared/Unreal Projects Local/REDACTED/REDACTED.uproject" "/Users/Shared/Unreal Projects Local/REDACTED/REDACTED.uproject" -NoUBTMakefiles -remotei ni="/Users/Shared/Unreal Projects Local/REDACTED" -skipdeploy -flushmac -noxge -nocreatestub -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.01.17-19.24.45.txt'

UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: AutomationTool was unable to run successfully. PackagingResults: Error: Unknown Error

It looks like it is looking for a folder that doesn't exist... it looks like a duplication of the path element.

I would imagine that it would work if there was only one occurrence of Build/IOS, not two.

I am going to do the same tests on 4.18.3

avatar image Onildera Jan 18 '18 at 01:29 AM

Here is what I get from 4.18.3 -

I am going to cut my losses and start this project over with a different engine. I will check back from time to time and see if this issue gets taken care of. Thanks for all the attempts! I mean, that. I just can't wait anymore. Thanks to everyone that tried to get this issue taken care of.

alt text

avatar image Tim C ♦♦ STAFF Jan 18 '18 at 01:58 PM

Thanks for checking on that and letting us know. I am currently snowed in at home and do not have access to a Mac, but I will take a closer look at the results you are seeing once I am able to get into the office.

Tim

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Hi Onildera,

There were indeed some changes made to the info.plist files for 4.18, but these will only be seen if you are using Xcode 9, as you are. What we do now if you are using Xcode 9 is to put your icons into a catalog that is used by iOS 11. Loose versions of the icons are still present for previous versions of iOS to use. The new naming scheme that you are seeing is a result of these changes.

With regards to the marketing image, one of our engineers actually has a fix for that, but it has not yet been submitted into one of our development branches.

I ran through the steps that you provided, and when I looked in the payload, the app icons seemed to be present, but I did not notice any splash screens. Would it be possible to get the log for when you packaged your project?

Tim

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answered Oct 05 '17 at 05:55 PM

avatar image Onildera Oct 11 '17 at 01:49 PM

Hey Tim!

Sure. Sorry for the slow reply. Busy week.

I will need to switch back over to Xcode 9. I needed to go back to get my current project to compile.

I will post the logs when I get that done!

avatar image Onildera Nov 01 '17 at 07:25 PM

I am still having the issue. I just got everything finished with the other project and moved back to Xcode 9. I will build a sample project and post the logs.

avatar image Onildera Nov 01 '17 at 08:25 PM

I just wanted to add a few screenshots to this from a test project. macOS 10.13.1, Xcode 9.1, UE 4.18.0

The first one show that there isn't a default image set. Shouldn't there be one with the UE logo, at least?

The second shows that once adding an image (just a test image) it is huge... Can't we get that sized down on that screen? It makes scrolling that window problematic and not really necessary to see the image at the full 1024x1024. The splash screen images are fairly large, but don't actually show in that window full size.

The third shows the contents of the UE4Game package. Splash screens, but no icons.

The fourth shows the manifest which doesn't have the icons.

The fifth shows the .plist - It just doesn't seem like that is right. I may be wrong, but it doesn't seem right.

I don't have an active project to send over to TestFlight, but I feel confident that this would fail with what I see in the package.

alt text

alt text

alt text

alt text

alt text

avatar image Onildera Nov 01 '17 at 08:49 PM

Here is the log when I packaged...

I think I replaced all my personal info with {redacted}. If not, let me know what else would be a bad idea to post in my logs... Thanks!

link text

418-test-log.txt (207.0 kB)
avatar image avzo Nov 02 '17 at 06:54 AM

I can confirm that uploading to iTunes Connect fails because of this icon issue. This is the error report we get from iTunes.

==>>

Dear developer,

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

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon20x20

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon29x29

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon40x40

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon60x60

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon76x76

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon83.5x83.5

Missing required icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 7.0.

Missing required icon file - The bundle does not contain an app icon for iPad of exactly '76x76' pixels, in .png format for iOS versions >= 7.0.

Missing required icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 7.0.

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

Regards,

The App Store team

avatar image h4rdc0m Dec 06 '17 at 03:49 PM

I have the same problem described above, in 4.17.2 it worked like a charm.

Dear developer,

We have discovered one or more issues with your recent delivery for "De avonturen van Glansje & Tom". To process your delivery, the following issues must be corrected:

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon20x20

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon29x29

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon40x40

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon60x60

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon76x76

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon83.5x83.5

Missing required icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 7.0.

Missing required icon file - The bundle does not contain an app icon for iPad of exactly '76x76' pixels, in .png format for iOS versions >= 7.0.

Missing required icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 7.0.

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

Regards,

The App Store team

avatar image Onildera Nov 03 '17 at 06:41 PM

I just took the project I completed in 4.17.2 and Xcode 8.3.3 and opened a copy in 4.18.0 and Xcode 9.1

Same issue. It used the splash screens that I had added to the original project, but the same exact files are in the package, the .plist is the same, and the manifest is the same as the test project.

I am going to try to push it to TestFlight and see if I get the same error as 'avzo'.

avatar image Onildera Nov 03 '17 at 06:48 PM

Same issue as 'avzo' but mine didn't even upload. I got the error directly in Application Loader.

I need to know if this is going to be fixed. I have another project starting. I would have loved to use Xcode 9 and 4.18.0

alt text

avatar image Tim C ♦♦ STAFF Nov 15 '17 at 02:07 PM

Hi everyone,

Sorry for the delay on this post. I have entered UE-52387 and UE-52388 related to the lack of a default Marketing Icon, and the size the Marketing Icon is displayed at when it is set. I am not sure where the catalog of icons that is now used would be located in the payload, or how to verify the icons are correctly in there, so I will see if I can get some more information about that.

Tim

avatar image Onildera Nov 15 '17 at 03:09 PM

Thanks Tim! I am looking forward to this issue being resolved. I can't even test functionality since I can't even get it to upload to TestFlight.

avatar image Tiefsignal Nov 15 '17 at 04:03 PM

Actually you can upload it to testflight when you put the minimum iOS version required to 10! (Inside the Project Settings) It is a bit weird because then it doesn't work on iOS 10 (Feedback from one of my testers). But you can upload it to testflight without the icon error and test it on iOS 11 :)

avatar image Onildera Nov 15 '17 at 04:11 PM

Thanks! I will give that a go. Odd that it doesn't work on 10... I will see if I can confirm that.

Tim, hopefully that info about the version required can give the devs a bit more to go on!

Edit: I am out of the office right now, but I feel like I tried it with iOS 10 selected. See my screenshot above. There are two errors referencing >=10

avatar image EmpireLion Jan 03 '18 at 08:13 PM

I tried putting my min OS rec to iOS 10 and it didn't resolve my issue.

avatar image Ravlek STAFF Nov 28 '17 at 09:39 PM

There is a known bug which I am attempting to fix this week where on a Mac if your game doesn't have any code then the asset catalog is not built or bundled in to the package. The simplest workaround for now is to add a single empty C++ class to your game (it doesn't have to do anything). This will then cause it to build the executable and also build the assets.car along with the appropriate icons. The jira is UE-51879 (not sure if it has been marked public) and should be fixed this week.

-Pete

avatar image Onildera Nov 28 '17 at 10:03 PM

Thanks! I can't wait to get back at it. I needed to make some changes to my 'finished' project and now I will be able to do so on my main dev computer.

avatar image avzo Nov 29 '17 at 11:23 AM

Hi Ravlek!

Thank you for looking into this bug. I just want to add that we have a project that contains both C++ and blueprints and we encounter related errors when we try to upload our exported game package to iTunes Connect (iOS). If we select minimum iOS version 11 and Metal version 2.0 (from UE4 project settings), we get the following error message after uploading the package to iTunes Connect. (We are using UE4.18, Xcode 9.1, OSX High Sierra).

*Missing Asset Catalog - Your app is missing the asset catalog file in 'XXX.app'. For more information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7.*

If we select min iOS version 10 and metal 1.2, we get these errors:

Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon20x20 Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon29x29 Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon40x40 Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon60x60 Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon76x76 Invalid Image Path - No image found at the path referenced under key "CFBundleIcons": AppIcon83.5x83.5 Missing required icon file - The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. Missing required icon file - The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 10.0.

Again, thanks for looking into this! Any further help is greatly appreciated!

avatar image nicksava Dec 06 '17 at 04:28 AM

Checking in here too! Thanks for all the help so far, this was enlightening.

I'm running into the same issue on Xcode 9.2 and UE 4.18.1

avatar image h4rdc0m Dec 06 '17 at 03:55 PM

I've also got c++ classes in my project but still the icons aren't found in the IPA.

avatar image nicksava Dec 06 '17 at 04:53 PM

Same, and tried adding a new C++ class to my project which then crashes unreal...

avatar image nicksava Dec 06 '17 at 04:56 PM

Not to spam this but is AppIcon83.5x83.5 a new asset? I don't recall it before iOS 11?

avatar image Onildera Dec 14 '17 at 12:59 AM

There has always(?) been an 83.5@2x, which is the 167x167 for the iPad Pro Retina iOS9... I don't see that that changed over at Apple, but maybe I am missing it. Up above I listed what I thought were the icon sizes to use and that is why I was a little confused on the new naming of the required icons. Any clarity on that would be appreciated from anyone who knows! Thanks!

avatar image Ravlek STAFF Dec 11 '17 at 11:50 PM

so I have been working on this issue today. I almost have it fixed, but have run in to a problem which requires some input from another engineer as the change is a bit more than I would normally want to do in what is a hot fix. They are gone for the day, so this won't be fully resolved until tomorrow. Then we'll see about getting a hot fix out.

-Pete

avatar image Onildera Dec 12 '17 at 05:47 PM

Thanks for the work you are putting in Pete! I was sad to see that 4.18.2 came out without any of the UE numbers listed from this thread. I would assume that there won't be a 4.18.3 this week... Although, it is the holiday season! Maybe?

avatar image nicksava Dec 12 '17 at 05:59 PM

This is strange - but I was able to start with a fresh, blueprint only project, copy my contents + config folder over, and submit to TestFlight!!!

Steps I took:

1) Start a fresh BP only project (maybe works with C++, but haven't tested yet) 2) Copy Content and Config folders to new project root 3) Open new .uproj file 4) Set all packaging and iOS profiles to DEVELOPMENT 5) Launch on iOS device - as a development build. 6) After successful build and launch, change all flags to shipping / distribution, and all profiles to distribution. 7) Package for iOS 8) Upload to TestFlight or App Store

You can check for the assets.car file before you waste time uploading to iTunes Connect. Get the .app created from packaging, copy the file, rename it to .zip extension and unzip In the payload folder - check for iOS, then Project.app

Show package contents on project.app

If you see assets.car listed, you are good to submit!

I've managed to get this far with iOS 11.2 and UE 4.18.2 as of yesterday night, but haven't been approved for beta testing due to a crash on launch. I believe that crash is unrelated to packaging issues, but in case it's not, I've added that info here.

Note: The development build does not crash, but the distribution build does (for me at least - again - likely an error in my own project)

THANK YOU PETE, THANK YOU EPIC GAMES TEAM and THANKS EVERYONE HERE FOR AN AMAZING SUPPORTIVE COMMUNITY!

avatar image avzo Dec 13 '17 at 09:42 AM

Hi Nick, Did you try steps 4 + 5 with distribution settings? Was it crucial to use development settings there?

avatar image dloewenfb Dec 13 '17 at 06:44 PM

@nicksava I've had distribution builds crash too, and tested it with a blank starter project to make sure it wasn't the project's fault. I submitted it to UDN, so they are aware of it (ticked UE-52328) and hopefully are working on it.

avatar image Ravlek STAFF Dec 14 '17 at 01:39 AM

Update: we have been testing a QFE today. It looks like it works, but we are getting conflicting results between two testers, so not quite ready to release. I believe we will have the discrepancies solved tomorrow and then get the QFE out.

To be clear, we have seen this work from a launcher release with the potential QFE from both Mac and PC (Blueprint projects). However, on PC, it will require a remote mac for compiling the asset catalog once you add an icon. On Mac, you already need Xcode for packaging and it just uses this to compile the asset catalog. This is the best I can do for now. I am looking at some better solutions for 4.19/4.20 depending on other work.

We are really close :)

-Pete

avatar image fuzzytop Dec 14 '17 at 03:42 AM

Very great!

It'll be very hard taking the remote Mac out of the loop for iOS development on a PC ...

Much easier to do your iOS development on a Mac and PC/Android development on a PC

avatar image Onildera Dec 14 '17 at 02:51 PM

Thanks Pete! (and whoever else is working on this). Much appreciated!

avatar image EmpireLion Jan 03 '18 at 08:17 PM

Is the QFE released? And if so where can i find it? Thanks!

avatar image Onildera Jan 09 '18 at 02:55 PM

Just checking in to see if we are any closer on this. 4.19? Thanks!

avatar image avzo Dec 14 '17 at 07:21 AM

The key seems to be launching on an iOS device directly from the UE editor. After that, packaging and uploading to iTunes Connect went smoothly. (No more errors about missing assets.) I did not have to do any of the other steps nicksave listed.

avatar image fuzzytop Dec 01 '17 at 04:09 AM

Any progress on this, Pete? Many thanks for all your efforts to fix this. It's really appreciated!

avatar image fuzzytop Dec 07 '17 at 05:37 AM

Pete Ravlek's work around allows me to do tests on my iOS devices and all the icons and splash screens are there (so far only testing on iPhone 7 and iPad Pro). I haven't tried to submit anything to the App Store yet.

From what I'm reading above, it seems that the App store is having trouble digesting the UnReal icons and splash screens.

Since I won't be submitting for a while yet, this bug isn't critical for me at this point, but I do hope it is quickly figured out. It makes developing iOS games on UnReal quite problematic!

avatar image nicksava Dec 07 '17 at 05:41 AM

Definitely appreciate everyone and Pete's work to fix this issue.

It's weird, in the build logs, I see a reference to assets.car but the file still doesn't show up in the actually app payload.

Holding out for a fix soon!

avatar image JakobR Jan 15 '18 at 06:02 PM

Are there any updates on this issue?

I found out that the multiple ERROR ITMS-90032 goes away if one set's the project setting to minimum version iOS 11 and the ipa uploads fine through application loader. However during processing on the iTunes store they'll emailed me: "Missing Asset Catalog - Your app is missing the asset catalog file in 'MaternityWardVR.app'. For more information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7 Once these issues have been corrected, you can then redeliver the corrected binary. Regards, The App Store team "

I'm using version UE 4.18.2

avatar image Onildera Jan 17 '18 at 04:56 PM

Any news on this would be great. I now have a project that was ready to be submitted back in October that I am about to give up on, scrap it and restart it with another engine. Months of work down the drain...

avatar image dloewenfb Jan 18 '18 at 01:11 PM

Just want to echo that a fix is needed already, this prevents Unreal from being an option for iOS development since apps can't be shipped. It's a great engine though and I'm looking forward to testing once a fix is released.

avatar image BeaverCleaners Jan 18 '18 at 04:51 PM

Hey everyone. The 4.18.3 hotfix solved the "Missing Asset Catalog" error for me. I was having the exact same issues described above and it was driving me nuts. After installing the update, I've been able upload to TestFlight without issue.

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