Application loader Error-9000

Hi,

When I trying to upload my .ipa from application loader to iTunes Connect, I get this error :

14816-capture+d’écran+2014-09-08+à+16.05.00.png

Someone know this error ?

What can I do ?

Howdy Pierre,

Thank you for reporting this issue. Would you be able to provide any additional information that would help me to completely understand what is occurring for you. You can follow this template on how to report a bug: How do I report a bug? - Programming & Scripting - Unreal Engine Forums.

Any additional information you could provide would be greatly appreciated.

Thanks and have a great day!

I found the problem:
in info.plist, does not replace the value of the field “Executable file” and does not replace the value of the field “Bundle name”.

14896-capture+d’écran+2014-09-09+à+12.08.35.png

14897-capture+d’écran+2014-09-09+à+12.08.14.png

Hey PierreMaux,

Glad to hear that you solved the issue. Thanks for the update and have a great day!

PierreMaux,
any chance you could outline how you changed this and the proper formatting for the executable? i tried extracting the ipa, modifying the info.plist, and re-zipping, however that doesn’t seem to work.

Hi Paradoc,

You have to change .plist before package your project.
The file is here : NameProject\Build\IOS\ *.plist

Can you verify what the correct entry would be? When i reviewed the ipa, the entry is “UE4Game” (without quotes) and corresponds with the packaged executable when i extract the ipa and review for verification. prior to packaging the info.plist contains ${EXECUTABLE_NAME} which seems to correctly generate the “UE4Game” entry post-packaging. prior to packaging i’ve tried to change this to a few different names, and nothing seems to work as of yet.

This should be submitted as a bug as from 4.6.1 using the shipping configuration for building apps corrupts the plist files and requires a significant amount of research before being able to correct this.

In some cases its not even as simple as updating the plist file.
There are cases like mine and others i have seen where the 64bit architecture needs to be disabled before it can be uploaded.

There is also the bug where its not pulling the correct libraries for arm64
Apple now requires you to include this. There is no official fix yet, holding thumbs epic sorts this out

Howdy everyone,

Sorry about the delay in response. I have just looked into our Jira reports and here is what has been found.

UE-8362 PList fails to generate on Mac: This issue has been reported, verified, and fixed for the 4.7 release of UE4.

As for the arm64 issue. I have ran into no issues when packaging for shipping and having those checkboxes enables. What would be the error that you would be seeing? I was using the new preview 7 build of 4.7 for testing this.

Thanks and have a great day!

In 4.6.1 the error message at the beginning of this thread was being generated from the application loader “No architectures in binary…executable.” To bypass this error, I had to package in dev mode, but with a shipping provision, however this workaround is no longer accepted by apple since Feb 1st.

Hey paradoc,

Would you be able to provide a screenshot of your Project Settings>iOS section? I would like to retest this issue but with your exact settings.

Or is there is a step by step way that I may be able to produce this issue internally? Any additional information would be greatly appreciated.

Thanks and have a great day!

these are the settings i use when i package for shipping. I also change packaging mode to ‘shipping’ from the file menu, and manually check the ‘for distribution’ box back in the project settings packaging category.

If you package your game using a Mac, this problem won’t occur. There is a bug in 4.6 with the fat binary signing code on PC. This has been fixed in 4.7.

-Pete