Error when creating architecture project in 4.25-“Failed to extract Metal compiler search directories”
I’m simply trying to create a project and each time get the same error, detailed below. I’m incredulous that something so basic could return an error like this. No clue whatsoever for how to interpret this or work around it. Also, my search in this forum did not yield a solution.
System
Unreal 4.25.0
OSX Catalina (10.15.4)
Error summary
“Failed to extract Metal compiler search directories”
Full output
Fatal error:
[File:/Users/build/Build/++UE4+Licensee/Sync/Engine/Source/Developer/Apple/MetalShaderFormat/Private/MetalShaderCompiler.cpp]
[Line: 716] Failed to extract Metal
compiler search directoriesFGenericPlatformMisc::RaiseException(unsigned
int) Address = 0x10e543a17 (filename
not found) [in UE4Editor-Core.dylib]
FMacErrorOutputDevice::Serialize(char16_t
const*, ELogVerbosity::Type, FName
const&) Address = 0x10e6dac23
(filename not found) [in
UE4Editor-Core.dylib]
FOutputDevice::LogfImpl(char16_t
const*, …) Address = 0x10e7bf689
(filename not found) [in
UE4Editor-Core.dylib] auto
SingleCompilerSetup(EAppleSDKType)::$_23::operator() char16_t
[52]>(FLogCategoryLogMetalShaderCompiler
const&, char16_t const (&) [52]) const
Address = 0x164b6b50d (filename not
found) [in
UE4Editor-MetalShaderFormat.dylib]
SingleCompilerSetup(EAppleSDKType)
Address = 0x164b6ae51 (filename not
found) [in
UE4Editor-MetalShaderFormat.dylib]
BuildMetalShaderOutput(FShaderCompilerOutput&,
FShaderCompilerInput const&, FSHAHash
const&, unsigned int, char const*,
unsigned int, unsigned int, unsigned
int, unsigned char, char16_t const*,
char16_t const*, EMetalTypeBufferMode,
TArray TSizedDefaultAllocator<32> >&,
FMetalTessellationOutputs const&,
unsigned int, unsigned int, unsigned
int, unsigned int, TArray char, TSizedDefaultAllocator<32> >
const&, bool) Address = 0x164b3d8be
(filename not found) [in
UE4Editor-MetalShaderFormat.dylib]
FMetalShaderOutputCooker::Build(TArray char, TSizedDefaultAllocator<32> >&)
Address = 0x164b24069 (filename not
found) [in
UE4Editor-MetalShaderFormat.dylib]
FDerivedDataCache::FBuildAsyncWorker::DoWork()
Address = 0x12cce637a (filename not
found) [in
UE4Editor-DerivedDataCache.dylib]
FAsyncTask::DoWork()
Address = 0x12cce49fd (filename not
found) [in
UE4Editor-DerivedDataCache.dylib]
FAsyncTask::Start(bool,
FQueuedThreadPool*) Address =
0x12cce7915 (filename not found) [in
UE4Editor-DerivedDataCache.dylib]
FDerivedDataCache::GetSynchronous(FDerivedDataPluginInterface*,
TArray TSizedDefaultAllocator<32> >&, bool*)
Address = 0x12cce1a89 (filename not
found) [in
UE4Editor-DerivedDataCache.dylib]
CompileShader_Metal(FShaderCompilerInput
const&, FShaderCompilerOutput&,
FString const&) Address = 0x164b4b734
(filename not found) [in
UE4Editor-MetalShaderFormat.dylib]
FShaderCompileUtilities::ExecuteShaderCompileJob(FShaderCommonCompileJob&)
Address = 0x1113bc69d (filename not
found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnable::CompileDirectlyThroughDll()
Address = 0x1113bc33d (filename not
found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnable::CompilingLoop()
Address = 0x1113bd3c6 (filename not
found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnableBase::Run()
Address = 0x1113b82c9 (filename not
found) [in UE4Editor-Engine.dylib]
FRunnableThreadPThread::Run() Address
= 0x10e5d3398 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*)
Address = 0x10e572421 (filename not
found) [in UE4Editor-Core.dylib]
_pthread_start Address = 0x7fff713fa109 (filename not found)
[in libsystem_pthread.dylib]
thread_start Address = 0x7fff713f5b8b
(filename not found) [in
libsystem_pthread.dylib]