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
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
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.
Thanks ! (and whoever else is working on this). Much appreciated!
I tried putting my min OS rec to iOS 10 and it didn’t resolve my issue.
Is the QFE released? And if so where can i find it? Thanks!
Just checking in to see if we are any closer on this. 4.19? Thanks!
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
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…
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.
Fingers crossed. I am going to get 4.19 Preview 1 now. Thanks for the update!
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.
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
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 and Epic team!!
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
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.
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.
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.
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:
I’ll also detail the steps below:
This is what I do go get a working build:
Make a For Distribution, Shipping build in the Engine
Open Binaries/IOS/Payload folder in the project directory
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)
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
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
Paste the command into Terminal
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).
Copy the PROJECT_NAME.app file into another directory.
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
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
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:
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:
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.
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