Cooking for Mac - AutomationTool issue

We’re running UE 4.12.5 and I’ve been trying to get our game cooked on the Mac.

I started by compiling the ShaderCompilerWorker and the Editor, and this works great. We can load up the project and play it in the editor.

However, when I select that I want to cook the game I get an error from the AutomationTool.exe that it sent a SIGSEV error.

I tried to follow steps in the answer of this post: Automation Tool failed to run successfully - XR Development - Epic Developer Community Forums

When I get to compiling UnrealPak, I get this error:

Building UnrealPak…
2016-07-14 07:36:42.694 defaults[62228:2597939]
The domain/default pair of (/Users/mike/Library/Preferences/, IDEBuildOperationMaxNumberOfConcurrentCompileTasks) does not exist
Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe UnrealPak Mac Development
Compiling with MacOSX SDK 10.11
Performing 3 actions (12 in parallel)
[1/3] Link UnrealPak
ld: can’t write output file: /Users/mike/Development////UnrealEngine/Engine/Binaries/Mac/UnrealPak for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
ERROR: UBT ERROR: Failed to produce item: /Users/mike/Development////UnrealEngine/Engine/Intermediate/Build/Mac/UnrealPak/Development/
Total build time: 3.18 seconds
Command /Users/mike/Development////UnrealEngine/Engine/Build/BatchFiles/Mac/ failed with exit code 5

I’ve checked permissions and ownership of the folders and they all belong to my user (I’ve down a chown -R just in case).

Any input would be great appreciated! :slight_smile:

I think I figured this out! I thought I had checked all permissions, but UnrealPak binary was set to Read only on all permissions. chmod’ing this seems to have done the trick so far.

It seems like a lot of files are read-only causing problems when building.

Is this intended from the distribution?