The steps are a little easier to follow on the blog post I made:
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!
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
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?
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:
( 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.