Can't compile Mac xcode project using custom engine 5.4.4

Hello

Recently we had to convert our existing project to use a custom engine build because of a couple minor bug fixes we copied in from 5.5 into 5.4.4.

I have not yet been able to successfully convert/build our project for ios. On my m4 mac I have

  • Copied down from github
  • ran setup/generateproject for the custom engine build
  • Successfully launched the vanilla UnrealEditor in the custom engine

At this point things go wrong. I attempted to regenerate our existing project using the custom engine by running in terminal

./GenerateProjectFiles.sh -project=“/Users/MyName/Pathing/ProjectName/ProjectName.uproject” -game

I updated the unreal version in ProjectName.uproject to match the guid of the unrealversion in a sample uproject that I generated with the custom source build of UnrealEditor. (unclear everything registered correctly, I’m assuming like Windows simply launching an arbitrary UnrealEditor self registers the custom engine build)

When building the ProjectNameEditor project that was generated it first immediately fully re-compiles unrealeditor in the engine source, and then gives the following error. I’m a bit clueless at how to proceed. I’m also a bit perplexed as to why building our game project triggers a rebuild of the source engine when immediately beforehand i rebuilt that project. Also, the failure to build our game project editor results in corrupting the engine source unrealeditor and that has to be rebuilt before it can be used again.

Best Regards,

[Image Removed]

Hi Michael,

You have a right-click option on the project to switch a project to a different version.

On Mac this is:

[Image Removed]If you are trying to convert a project from a more recent version of the engine to an older version, it’s not supported because the older version of the engine doesn’t know how to deserialize the binary files.

Could you share the full log please?

Thanks,

Regards,

Hugo Lamarche

Hi Michael,

You can send me the logs if it’s not too big to my email: [Content removed]

You did not specify if you were trying to convert a project from a more recent version of the engine to an older version such as 5.5 to 5.4.4.

If this is what you are trying to achieve it won’t work unfortunately and this could explain the errors you are seeing.

Thanks,

Hugo

Hi Michael,

Sidenote, you should use GenerateProjectFiles.command on Mac.

The logs only show one issue at the very end when it’s trying to copy ~/Downloads/UE_5.4/Engine/Binaries/Mac/UnrealEditor inside ~/Downloads/UE_5.4/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS

Does ~/Downloads/UE_5.4/Engine/Binaries/Mac/UnrealEditor exist?

At Epic we generally put Project folder next to the engine folder like ~/Downloads/UE_5.4/ in your case and when you use GenerateProjectFiles.command you don’t have to give any parameters. Then you can open the Xcode workspace that you find in ~/Downloads/UE_5.4/ and your project will exist as a scheme.

I’m not sure what is going on here and if you really want to understand why it’s failing to copy, you could debug UnrealBuildTool by opening its solution (in Rider for example) in ~/Downloads/UE_5.4/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.sln

Let me know if that help, unfortunately I couldn’t find anything else from the logs.

Thanks,

Hugo

I moved my project alongside the “Engine” folder inside “/Downloads/UE_5.4/” . You are correct that now, GenerateProjectFiles.command now has a “MyCompanyProjectEditor” scheme inside of the xcode workspace. (I’m a windows guy, does project/solution = scheme/workspace for xcode?)

However, even after cleaning I still get the same error.

There is something in your response that raised my eyebrows. "/Downloads/UE_5.4/Engine/Binaries/Mac/UnrealEditor.app" does exist, and i can even run it, however, why on earth when building “MyCompanyProjectEditor” is it trying to copy anything into the vanilla UnrealEditor?

Other than move folders around and generate correctly I haven’t tried anything else. My next step is to debug UnrealBuildTool, unless you note something I’m doing wrong in response to my question about UnrealEditor above.

Best Regards.

Hi Michael,

“I’m a windows guy, does project/solution = scheme/workspace for xcode?)”

> Pretty much yes, in that case to switch between Editor & Game build you have to look for the Scheme that ends with Editor compare to Windows when you can change the Target.

“​There is something in your response that raised my eyebrows. “/**Downloads/UE_5.4/Engine/Binaries/Mac/UnrealEditor.app”**does exist, and i can even run it, however, why on earth when building “MyCompanyProjectEditor” is it trying to copy anything into the vanilla UnrealEditor?”"

> When you work on the Editor target of your project and build it, you don’t build a standalone UnrealEditor specific to your project, instead you build a dynamic library (or many) that gets loaded by the UnrealEditor. For this reason the first time you build your Editor target it will build the UnrealEditor and put it in the common Engine/Binaries/Mac folder. Everytime you touch something in the code or you update it will build it again.

That step that is not working correctly is the step that puts the actual UnrealEditor binary inside the App bundle.

On Mac you have standalone binaries but also Application bundles. An application bundles is a folder that ends with .app and that contains all sort of things including the binary for the application. This is why that steps exist, to update the binary in the application bundle.

You need to verify that the binary exist and not the Application bundle.

Best Regards,

Hugo

Hello,

Yes, I did right click the uproject to switch unreal engine versions and it did appear to work.

However, when I then rightclick and press “Generate Xcode Project (Unreal EditorServices)” a terminal pops up and does nothing, its just a plan terminal window.

Note above I said that I manually generated the xcode project by running in terminal “./GenerateProjectFiles.sh -project=”/Users/MyName/Pathing/ProjectName/ProjectName.uproject" -game"

How can I post my logs so that they are private and not publically viewable? If I add an attachment below can non Epic employees see it?

Best Regards,

Michael Jahn

sorry, all versions of unreal used are 5.4.4

The only difference in our custom engine is that we fixed a minor replication bug that was fixed in 5.5, but we needed in our project.