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[UDK-2014-Feb] iOS App - REJECTED!

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    #16
    Hey guys,

    I have the same problem as Tykev and Alex Peng. After I submitted my binary to iTunes and waited for a week it was rejected for these reasons:

    "PLA 3.3.12

    We found your app uses the iOS Advertising Identifier but does not include ad functionality. This does not comply with the terms of the iOS Developer Program License Agreement, as required by the App Store Review Guidelines.

    Specifically, section 3.3.12 of the iOS Developer Program License Agreement states:

    "You and Your Applications (and any third party with whom you have contracted to serve advertising) may use the Advertising Identifier, and any information obtained through the use of the Advertising Identifier, only for the purpose of serving advertising. If a user resets the Advertising Identifier, then You agree not to combine, correlate, link or otherwise associate, either directly or indirectly, the prior Advertising Identifier and any derived information with the reset Advertising Identifier."

    Note: iAd does not use the AdSupport framework, ASIdentifierManager, or the Advertising Identifier. Therefore they are not required for iAd implementations and should not be included in your app for iAd support.

    Please check your code - including any third-party libraries - to remove any instances of:

    class: ASIdentifierManager
    selector: advertisingIdentifier
    framework: AdSupport.framework

    If you are planning to incorporate ads in a future version, please remove the Advertising Identifier from your app until you have included ad functionality.

    To help locate the Advertising Identifier, use the “nm” tool. For information on the “nm” tool, open a terminal window and enter, “man nm.”

    If you do not have access to the libraries' source, you may be able to search the compiled binary using the "strings" or "otool" command line tools. The "strings" tool lists the methods that the library calls, and "otool -ov" will list the Objective-C class structures and their defined methods. These techniques can help you narrow down where the problematic code resides.
    " - iTunes Connect Resolution Center

    I created the entire app using UDK build, 2013-02 and 2013-07, missed the sphincter clenching 1 Feb deadline and waited for the 2014-02 UDK build. I finally moved all my levels and packages to the newer build and cooked my binary to deliver it to iTunes, to later be rejected for the reasons quoted above.

    The thing is as I waited for my app to be reviewed I created another small app for fun and uploaded it too, entirely with the newest build of UDK(2014-02)...and it was accepted!

    I don't know much about programming but I think some of the later build's coding must have been embedded in my packages and levels as I transferred them to UDK build 2014-02. That's just my n00b theory. Please help me out. I've been working on this app for a year and I'd really like to release it to maybe put a smile on a couple people's mugs. I'm going to try my best to fix my dilemma the way I can, but with the help of the Warchiefs of Epic I might be able to find the solution as fast as possible.

    Thanks!

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      #17
      I don't know much about programming but I think some of the later build's coding must have been embedded in my packages and levels as I transferred them to UDK build 2014-02. That's just my n00b theory.
      Try fully loading every one of your packages & maps in the editor & resave them all in the new build? (Longshot but worth a try if you haven't already)

      Comment


        #18
        We have a build in testing that should resolve both of these issues. Please contact: Developer dot Relations at EpicGames dot com and we can get you access to it, to help us test.

        For those that wish to wait until the build is out of testing (and possibly has additional fixes in it) i'll update everyone as i know more, however with GDC next week the next update will not be until the following week.

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          #19
          Thanks for the response, Spoondog! I gave it a go and I also "Save as'd" all my levels and packages under new names. Hopefully it worked? I'm gonna try and contact Developer dot Relations at EpicGames to get access to the Build in testing. I'm sure it will work. HEY! Thanks a tonne for the support, dudez.

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            #20
            I emailed Developer dot Relations at EpicGames dot com yesterday asking for the test build, and still no reply...

            Comment


              #21
              Originally posted by goudk7 View Post
              I emailed Developer dot Relations at EpicGames dot com yesterday asking for the test build, and still no reply...
              Apologizes for the delay, I'm currently setting up for GDC, but I am monitoring this and will make sure you have a build soon.

              Comment


                #22
                Hello everyone,

                I've replied to folks that requested a test build via email. If you still haven't received a response, please email us again at: Developer dot Relations at EpicGames dot com, and we'll reply as soon as possible.

                Thanks!

                Sean

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