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.

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

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?

Hey !

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!

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…

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

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.

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.

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

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

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’.

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

Same Issue as Onlidera

I get the Errors directly in the Application Loader.

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…

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

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.

Thanks ! 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.

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 :slight_smile:

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

, 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

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.

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.