So I added a Developer Certificate and provision. And now my Distribution builds keep breaking.
So, your ini file is missing a quote again. GravityWall\Config\DefaultEngine.ini search for Olivine Games. Fix that and try again.
-Pete
So I was able to build. But still getting the Invalid Signature issue. Error ITMS-90035
When I try to upload thru the application loader.
Well, send me the IPA. I will take a look at it and see if I can figure out what is wrong.
For sure
Can you send me a email and I’ll send it your way. Thanks again for looking into all this. Really sorry that its an issue ![]()
Send it to Stephen again, he’ll get it on to me. And it’s no problem. I’ve went back and forth with users trying to figure out bugs we couldn’t reproduce before. It’s also possible I broke something with the latest fix for IPP I posted.
-Pete
Ok, I’ll have one of our support guys get ahold of you to get the IPA so you don’t need to post it in a public forum.
-Pete
Ok thanks, the IPA is uploading atm, tell me where to send it to and I will. Many many thanks for the help so far!
I’ll look at it first thing in my morning tomorrow.
No worries
Thanks again!
Sorry I didn’t see this sooner. But nothing has worked in 4.10 just yet. In 4.9, on a clean project it builds, and uploads just fine, same certificates and provisions. 4.10 sort of broke everything and is the issue at hand ![]()
Hi . I’ve sent you an email, please look out for it.
UPDATE: Although I still had the provision not found error before packaging, it uploaded fine and Im now in the awaiting review stage. MANY THANKS!!!
Any luck? ![]()
Sorry Bpop, been swamped with items for the next release and GDC. I will be looking at this tomorrow morning and hopefully get a fix for this.
-Pete
I’d like to +1 this, been following the thread with the exact same issues as Bpop, Still haven’t been able to upload without that signing error
Ok, so everything looks like I would expect it to be. The name of the certificate to validate against is now correct. All of the requirements data looks as I expect it to. However, I only ever had one signed binary from a Mac signing to learn from, so it is possible your requirement section might be different if signed on a Mac. At this point, the only way I can figure out what is going wrong is for you to sign your project on a Mac and send me that IPA so I can see what might be different.
-Pete
Is there an easy way to do that other then building a .ipa on a mac? If not that’s fine. I can probably get to this on the weekend. Goodluck with GDC! ![]()
So I have rewritten some of the code sign code to modify only the bits that need to changed from the original file as opposed to fully re-saving a section. I have attached an updated iPhonePackager.exe. Give it a try and see if it works. I’m not sure it will help, but it will give me another data point.
-Pete
link text
I don’t have to do anything more then putting it in it’s folder and then building a .ipa inside the UE4 editor? No redoing certs or provisions?