Custom build doesn’t work.
Can anyone using OSX build and run the engine at all?
I’ve tried on two machines and the build works successfully:
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-------- End Detailed Actions Stats -----------------------------------------------------------
Total build time: 3703.46 seconds
Compiling with MacOSX SDK 10.11
Deploying now!
=== BUILD TARGET UE4 OF PROJECT UE4 WITH CONFIGURATION Development Editor ===
Check dependencies
Touch /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app
cd /Users//dev/unreal/UnrealEngine/Engine/Intermediate/ProjectFiles
/usr/bin/touch -c /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app
RegisterWithLaunchServices /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app
cd /Users//dev/unreal/UnrealEngine/Engine/Intermediate/ProjectFiles
builtin-lsRegisterURL /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app
** BUILD SUCCEEDED **
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…but launching the editor results in:
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MachineId:142D037BD44E186B57F275BC6DC73D34
EpicAccountId:
Generating report for minidump
Application version 4.11.0-0
… built from changelist 2818068
OS version 10.11.4.24165
Running 1 x64 processors
Exception was " SEGV_MAPERR at 0x3"
Source context from “engine/source/runtime/core/private/genericplatform/genericplatformmisc.cpp”
<SOURCE START>
<SOURCE END>
<CALLSTACK START>
FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x1069fa97b [/Users//dev/unreal/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 294] [in UE4Editor-Core.dylib]
[/]
The machine specs are:
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10.11.4 (15E65)
iMac (Retina 5K, 27-inch, Late 2015)
3.2 GHz Intel Core i5
32 GB 1867 MHz DDR3
AMD Radeon R9 M380 2048 MB
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Notice that this occurs when opening existing projects, or when just launching the editor in general, the debug output shows this when running in automation mode to try to get some idea of what’s going on:
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Syncing project file for TestProject
Setting up Unreal Engine 4 project files…
Setting up Mono
Generating data for project indexing… 100%
Writing project files… 100%
Building: /Users//dev/unreal/packages/unreal-npp/tests/bin/…/TestProject.uproject
Setting up Mono
Building UBT…
0 Error(s)
Building TestProjectEditor…
2016-04-04 00:02:12.241 defaults[24951:228578]
The domain/default pair of (/Users//Library/Preferences/com.apple.dt.Xcode, IDEBuildOperationMaxNumberOfConcurrentCompileTasks) does not exist
Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe TestProjectEditor Mac Development -deploy /Users//dev/unreal/packages/unreal-npp/tests/bin/…/TestProject.uproject
Compiling with MacOSX SDK 10.11
Target is up to date
Compiling with MacOSX SDK 10.11
Deploying now!
Fatal error: [File:/Users//dev/unreal/UnrealEngine/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1308]
Couldn’t launch /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/ShaderCompileWorker! Make sure the file is in your binaries folder.
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No special flags were passed to build this, just:
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git clone git@github:EpicGames/UnrealEngine.git --recursive --depth 1 --branch 4.11.0-release
cd UnrealEngine
sh ./Setup.sh
sh ./GenerateProjectFiles.sh
xcodebuild -workspace UE4.xcworkspace -scheme UE4
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