Automationtool shipping remove suffix change package name

I found the solution, you need to add to Target.cs

if (Configuration == UnrealTargetConfiguration.Shipping)
{
      UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
...

Hi,
any idea how to avoid RunUAT appending [projectname]-Mac-Shipping.app when packaging?
I would like the final app to be named only with the project name, so PSUnreal.app and not PSUnreal-Mac-Shipping.app

Same for Windows: I would like the final app to be named only with the project name, so PSUnreal.exe and not PSUnreal-Win64-Shipping.exe

Just to document how I solved it.

It’s still broken in Unreal Engine 5.1.1, same problem. If you use Undecorated the build will fail.

The way I solved it was for our main game to edit

Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs

inside ProcessArchivedProject() at line: 475

change ExeName to this, where PSUnrealClient is my project name:

string ExeName = "PSUnrealClient";

In our launcher program I had to change it this way instead to have it working:

string ExeName = SC.ShortProjectName;

Try both and one will work for you.

This works for me (5.3.2, with a custom engine although I think it will work with the stock one):

if (Configuration == UnrealTargetConfiguration.Shipping && Platform == UnrealTargetPlatform.Mac)
{
	bOverrideBuildEnvironment = true;
	UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
}

However, it does seem to cause problems if you are signing the executable.