I found the solution, you need to add to Target.cs
if (Configuration == UnrealTargetConfiguration.Shipping)
{
UndecoratedConfiguration = UnrealTargetConfiguration.Shipping;
...
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.