Hi all,
I’m facing an issue with our build machine that I can’t seem to resolve (TeamCity). All of our developers can successfully build the Win64 version of the editor without including any Apple-specific modules like MetalShaderFormat. However, our TeamCity build machine is somehow including these modules, which we don’t want.
This has been causing problems because we don’t version these DLLs, and it results in broken builds for our designers.
The TeamCity build machine is running on Windows 11, so I’m not sure why it’s pulling in Apple modules when our local developer machines aren’t.
Has anyone experienced this or have any insights into why the TeamCity machine is behaving this way? Any help would be greatly appreciated!
Thanks in advance!