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twistedpixel_bob's avatar
twistedpixel_bob
Expert Protege
5 years ago

With 4.25 the .apk name changed - now can't upload to store "Please sign your APK and then resubmit"

Anyone know what I need to do for this?  After updating to Unreal 4.25, it seems that now our .apk for the Quest ends in 'arm64.apk' instead of 'arm-es2.apk'.  I think maybe the uploader is unhappy with that.  Does it expect the name not to change?  How can I fix it? 

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  • Thanks, manually signing it using the apk signer fixed it for us.
  • I don't understand how you use the APKSigner. My keystore is "MaxSMoke.Keystore", not "Keystore.jks". I don't have a certificate file. None of the steps for signing an app for Unreal ever walked us through making a certificate. And what is a key? Is that another file? 

    I get the terrible feeling that the Unreal documentation on signing apps is TERRIBLY out of date, as it looks like you guys have a far more complex app signing system now. Come somebody clue me in? I'm just a poor little Blueprint user. :[ 
  • Damnit I just typed out a long answer and it erased it.  It should look something like this:

    E:\android\android-sdk-windows\build-tools\28.0.3\apksigner.bat sign --ks E:\UnrealProjects\MyGame\Build\Android\MyGame.keystore --ks-key-alias MyGameKey --ks-pass pass:asjs8^$as4!1a78s71 --key-pass pass:aAJasSJJAI*%^A$GA&Hass86 E:\UnrealProjects\MyGame\Archive_Shipping\Android_ASTC\MyGame-Android-Shipping-arm64.apk   

    The stupid forums are adding characters to the apk file path above, those should not be there...

    The ks-key-alias, ks-pass and key-pass are what you had in the 'Distribution Signing' section of your project settings for Android in UE4.


  • Alexotronic suggested something that enabled me to get an Oculus Platform Window to successfully upload my APK to Oculus's App Lab. He suggested changing the Minimum Target SDK and Target SDK versions from "25" to "23". Once I did that, I was finally able to complete uploading an APK without getting rejected for failing to sign. He said it forced the APK signing from v2 back down to v1.

    After NUMEROUS failed attempts installing versions of Android's tools and other things, this was the only thing that seemed to finally break the stalemate I was in with Oculus. 

    Also, only 4.26 of UE4 has the checkbox for "Focus Aware". I don't text code my stuff, I only use Blueprints, so I had to use 4.26 to even get that option. 
  • kavanavak's avatar
    kavanavak
    Expert Protege

    I was having a ton of issues getting V2 signing to work until I figured a few steps out. I don't know if this is documented anywhere but I couldn't find it and would have appreciated knowing this 2 days ago:

    1- Rather than the version of Android Studio recommend in the unreal documentation (3.5.3) I downloaded the latest version (4.1.2)
    2 - the Oculus documentation (https://developer.oculus.com/documentation/native/android/mobile-application-signing/) just says "In Android Studio, go to Build > Generate Signed Bundle / APK." This isn't clear enough. I had to open Android studio and open>[Unreal Project]>Intermediate>arm64>gradle
    3 - when open (mine wouldn't open in ASv3.5.3), then Build > Generate Signed Bundle / APK
    4 - the generated/signed apk was saved in gradle>app>app-release.apk
    5 - When I only selected v2 signature Oculus didn't accept the apk as signed, even though the above docs say selecting just v2 is fine. I had to select both v1 and v2 to get a build that the site accepted.

    I hope that helps someone else save some time.