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

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

try to downgrade your Xcode to 16.2 :upside_down_face:

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

Just tried it and it worked! Thanks a lot!

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

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.

If you want to keep using 16.3, you can download the patch for the changelist Yoda_Yu posted here. Then, apply it with git apply (path/to/patch), and rebuild project files. Note that you’ll want to undo this before you update to a newer Unreal version to avoid conflicts.

The someone may encounter another issue if they are on Intel family Cpu:

this audio plugin i think seldom people know it, if you don’t need it , just remove it ( simply by renaming Harmonix.uplugin to Harmonix.2uplugin ), and then launch compiler again:

./Engine/Build/BatchFiles/Mac/Build.sh UnrealEditor Mac Development

I tried this, here is the result:

/Documents/Unreal/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/ToolChain/AppleToolChain.cs(479,65): error CS1061: ‘AppleToolChain.AppleToolChainInfo’ does not contain a definition for ‘AppleClangVersion’ and no accessible extension method ‘AppleClangVersion’ accepting a first argument of type ‘AppleToolChain.AppleToolChainInfo’ could be found (are you missing a using directive or an assembly reference?) [/Documents/Unreal/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj]

Any ideas?

That’s strange; on my machine, AppleToolChain.cs::479 doesn’t reference AppleClangVersion at all. Are you building from 5.5.4? That’s what the patch applies to.