Hello. I have an editor plugin. It compiles fine on Windows using 4.5, but we have issues compiling it on mac. It seems to die during Linking, here’s the error:
Performing 5 actions (5 in parallel)
[1/5] Compile Module.mylongpackagenameEngine.cpp
[2/5] Compile mylongpackagenameEngine.generated.cpp
[3/5] Link UE4Editor-mylongpackagenameEngine-Mac-Debug.dylib
ld: can't link with a main executable file '/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Binaries/Mac/UE4Editor-Mac-Debug.app/Contents/MacOS/UE4Editor-Mac-Debug' for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/install_name_tool: can't open file: /Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Plugins/Runtime/mylongpackagenameEngine/Binaries/Mac/UE4Editor-mylongpackagenameEngine-Mac-Debug.dylib (No such file or directory)
-------- End Detailed Actions Stats ---------
My module build.cs file is
namespace UnrealBuildTool.Rules
{
public class mylongpackagenameEngine : ModuleRules
{
public mylongpackagenameEngine(TargetInfo Target)
{
PublicLibraryPaths.Add("actual lib path here");
PublicAdditionalLibraries.Add("actual lib I am linking here");
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
"my additional include path"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"mylongpackagenameEngine/Private"
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"ShaderCore",
"InputCore",
"RHI",
"AssetTools",
"UnrealEd",
"Slate",
"SlateCore",
"Projects",
"PropertyEditor",
"ContentBrowser",
"RawMesh",
"TargetPlatform",
"LevelEditor",
"MainFrame",
"Launch",
"EditorStyle"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
}
And full compilation log is (same thing happens when inside xcode or when using xcodebuild; i am on 10.10).
[/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal]
radix@babou ->xcodebuild -target "UE4Editor - Mac" -sdk macosx10.10 -configuration Debug
Build settings from command line:
SDKROOT = macosx10.10
2014-10-24 13:28:04.918 xcodebuild[4368:47189] +dataWithFirstBytes:1024 ofFile:"/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Config/Base.ini" failed, errno = 2
2014-10-24 13:28:04.929 xcodebuild[4368:47189] +dataWithFirstBytes:1024 ofFile:"/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Config/BaseEditorLayout.ini" failed, errno = 2
=== BUILD LEGACY TARGET UE4Editor - Mac OF PROJECT UE4 WITH CONFIGURATION Debug ===
Check dependencies
ExternalBuildToolExecution UE4Editor\ -\ Mac
cd /Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal
export ACTION=
/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Build/BatchFiles/Mac/Build.sh UE4Editor macosx Debug
Setting up Mono
Building UBT...
/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.0/Microsoft.Common.targets: error : 'OutputPath' property is not set for this project. Usually this is caused by invalid Configuration/Platform combination. Original values: Configuration: Development Platform: mbsd.
Task "Error" execution -- FAILED
Errors:
/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.0/Microsoft.Common.targets: error : 'OutputPath' property is not set for this project. Usually this is caused by invalid Configuration/Platform combination. Original values: Configuration: Development Platform: mbsd.
1 Error(s)
Building UE4Editor...
2014-10-24 13:28:08.178 defaults[4388:47276]
The domain/default pair of (/Users/radix/Library/Preferences/com.apple.dt.Xcode, IDEBuildOperationMaxNumberOfConcurrentCompileTasks) does not exist
Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe UE4Editor Mac Debug -deploy
Compiling with Mac SDK 10.9
Performing 5 actions (5 in parallel)
[1/5] Compile Module.mylongpackagenameEngine.cpp
[2/5] Compile mylongpackagenameEngine.generated.cpp
[3/5] Link UE4Editor-mylongpackagenameEngine-Mac-Debug.dylib
ld: can't link with a main executable file '/Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Binaries/Mac/UE4Editor-Mac-Debug.app/Contents/MacOS/UE4Editor-Mac-Debug' for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/install_name_tool: can't open file: /Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Plugins/Runtime/mylongpackagenameEngine/Binaries/Mac/UE4Editor-mylongpackagenameEngine-Mac-Debug.dylib (No such file or directory)
-------- End Detailed Actions Stats -----------------------------------------------------------
ERROR: UBT ERROR: Failed to produce item: /Volumes/Buffalo/Projects/mylongcompanyname/dev/src/mylongpackagename/custom/ASDFGH/Unreal/Engine/Plugins/Runtime/mylongpackagenameEngine/Binaries/Mac/UE4Editor-mylongpackagenameEngine-Mac-Debug.dylib
Cumulative action seconds (8 processors): 0.00 building projects, 35.55 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.18 linking, 0.00 other
UBT execution time: 36.90 seconds
** BUILD FAILED **
The following build commands failed:
ExternalBuildToolExecution UE4Editor\ -\ Mac
(1 failure)
Very much appreciate any help, thanks.