Building Unreal Source from Xcode

Did something change in the source that would prevent this? I had to rebuild my Mac. I was DEFINITELY able to do this before, but now it’s throwing literally hundreds of errors like I’m missing a pre-req, but I’ve scanned all the documentation I can find and can’t seem to find what I’m missing.

Error example:

/Users/me/UnrealEngine/UnrealEngine/Engine/Source/Runtime/Core/Public/HAL/PerModuleInline.inl:10:1: implicit conversion loses integer precision: 'size_t' (aka 'unsigned long') to 'uint32' (aka 'unsigned int') [-Werror,-Wshorten-64-to-32]

   39 |         void* FMemory_Malloc ( size_t Size, size_t Alignment                 ) { return FMemory::Malloc( Size ? Size : 1, Alignment ); } \

      |                                                                                         ~~~~~~~                           ^~~~~~~~~

In file included from /Users/me/UnrealEngine/UnrealEngine/Engine/Intermediate/Build/Mac/arm64/ShaderCompileWorker/Development/SourceControl/Module.SourceControl.cpp:2:

In file included from /Users/me/UnrealEngine/UnrealEngine/Engine/Intermediate/Build/Mac/arm64/ShaderCompileWorker/Development/SourceControl/PerModuleInline.gen.cpp:5:

/Users/me/UnrealEngine/UnrealEngine/Engine/Source/Runtime/Core/Public/Modules/Boilerplate/ModuleBoilerplate.h:39:116: expanded from macro 'UE_DEFINE_FMEMORY_WRAPPERS'

   10 | UE_DEFINE_FMEMORY_WRAPPERS

      | ^~~~~~~~~~~~~~~~~~~~~~~~~~

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try to downgrade your Xcode to 16.2 :upside_down_face:

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That sure looks like it did the trick. Way to be backwards compatible Apple! :laughing:

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Just tried it and it worked! Thanks a lot!

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please note that, the engine team from epic has committed Xcode16.3 required compilation fixes to dev_UE5.5 branch, that might solve your issue.

https://github.com/EpicGames/UnrealEngine/commit/d93b445637ff147e411d8db59f4b9a26c469cb53#diff-c587f722375cc2f6b87ea7e6274c3af886f82b7f679bf138e7aea2b8faa77b41

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Clone the Unreal Engine repository from GitHub before building Unreal Engine source from Xcode. Using the Xcode IDE, open the .uproject file, configure settings, and build.

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