4.18.0 Release - iOS icons and Marketing Image

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!

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

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

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

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

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

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

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

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!

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

Definitely appreciate everyone and '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!

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?

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!

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.

Thanks for the work you are putting in ! 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?

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

@ 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.

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

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!

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 :slight_smile: