When building on a mac, a fatal error doesn’t cause the build process to cancel or stop like it does on windows. See this log. You can see that the cook command fails and stops, but the stage command continues.
LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook: Display: Mobile HDR setting 1
LogCook: Display: Creating asset registry
LogMac: Error: appError called: Assertion failed: [File:/Users/deathlyrage/UnrealEngine-4.19/Engine/Source/Runtime/CoreUObject/Private/Misc/PackageName.cpp] [Line: 399]
FilenameToLongPackageName failed to convert '../../../Engine/Plugins/Runtime/ResonanceAudio/Content/VisualizationMeshMaterial.uasset'. Attempt result was '../../../Engine/Plugins/Runtime/ResonanceAudio/Content/VisualizationMeshMaterial', but the path contains illegal characters '.'
LogICUInternationalization: Display: ICU TimeZone Detection - Raw Offset: +10:00, Platform Override: ''
LogCrashDebugHelper: Warning: CrashDebugHelperConfig invalid
LogCrashDebugHelper: Warning: PDB Cache disabled
Took 60.756225s to run UE4Editor, ExitCode=0
********** COOK COMMAND COMPLETED **********
********** STAGE COMMAND STARTED **********
Creating Staging Manifest...
Cleaning Stage Directory: /Users/deathlyrage/Jenkins/workspace/theisle/theisle-mac/trunk/Saved/StagedBuilds/MacNoEditor