Difference in builds using RunUAT and Build.sh (at least on Mac M1 - Sonoma)

I’ve just spent past 3 days trying to figure out why my application behaves differently with Shipping configuration than with any other one.

I noticed the difference in behavior when suddenly all of my attempts to connect to localhost via tcp socket failed with SE_HOST_NOT_FOUND. This happened in shipped (in my case packaged) game.

After very painful and slow process it turned out everything works but only if the binary gets generated using Build.sh and not the whole RunUAT.command process.

So atm. for Unreal 5.3.2 on Mac I need to package the game and then rebuild the binary manually or within IDE (those are using Build.sh) and replace that binary in the .app package.

On Windows everything behaves as expected. I have no idea why this is happening or if it’s still happening on 5.4, but since I don’t see myself trying that version anytime soon, I wanted to share this little gem in case someone else will stumble upon something similar.