Ok it has been several days I am trying to get an .IPA of my project to the App Store to do some Testflight
I need to release the App in the coming week
The packaging part is successful but when uploading the application .IPA through Application Loader on Mac, I always get the error:
ERROR ITMS-90035: "Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path [UE4Game.app/UE4Game] is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose "Clean All" in Xcode, delete the "build" directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/library/ios/documentation/Security/Conceptual/CodeSigningGuide/Introduction/Introduction.html"
Using 4.22.3 from Launcher on Win10
Mac mini on Mojave and Xcode 10.2.1
I am trying a new blank project for now, Blueprint Only but my project will need a plugin from marketplace and icons so I will remote build.
What I did:
-have the apple WDRCA
-generate Distribution certificate through Xcode and also on the apple.dev site
-export the certificate from keychain to a .p12 file
-register device, create appID and provisioning profile on apple.dev
-double click provisioning profile
-new blank Bp project
-configure for IOS, bundle identifier, shipping, for distribution
-import provision and certificate, Build
-select the .IPA through Application Loader and after a while, error 90035!!
I really would need some help as the client is waiting to have the app and I have exhausted all the resources specifically about UE4
My next step is to try install UE4 on the Mac mini and build directly from there to see if this is better
I am wondering if this is an UE4 issue or apple issue?
Also is there some specific configuration to be done to Xcode when generating a Blueprint with some plugin to compile?
Some help would be really awesome!