Help!!! 编译Installed Version WithIOS失败

改了引擎的一些东西,想编译Installed Version给团队使用(编译过程参考

file:///C:%5CUsers%5CX%5CAppData%5CLocal%5CTemp%5C%W@GJ%24ACOF(TYDYECOKVDYB.png

https://docs.unrealengine.com/en-us/Programming/Deployment/Using-an-Installed-Build)。-set:HostPlatformOnly=true相当于只编译Win64平台,这个是可以成功的。加入Android平台支持-set:WithAndroid=true,也是成功的。问题是加入IOS时-set:WithIOS=true,就编译失败了。由于是在PC编译,需要配置远程Mac,我是在源代码的Engine\Config\BaseEngine.ini文件配置的RemoteServerName和RSyncUsername这个也是成功的,因为已经连接到Mac开始进行编译了。

完整的编译指令
Engine\Binaries\DotNET\AutomationTool.exe BuildGraph -target=“Make Installed Build Win64” -script=“Engine\Build\InstalledEngineBuild.xml” ^
-set:WithWin64=true ^
-set:WithWin32=false ^
-set:WithMac=false ^
-set:WithAndroid=true ^
-set:WithIOS=true ^
-set:WithTVOS=false ^
-set:WithLinux=false ^
-set:WithHTML5=false ^
-set:WithPS4=false ^
-set:WithXboxOne=false ^
-set:WithDDC=true ^
-set:WithFullDebugInfo=false

错误信息
Execute took 00:00:25.2624369
[19/26] Compile Module.Projects.cpp
Doing /bin/sh -c ‘/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -current_version 0.0.0 -compatibility_version 4.19.0 -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk -mmacosx-version-min=10.11 -dead_strip -dynamiclib -headerpad_max_install_names -lc++ -rpath @loader_path/ -rpath @executable_path/ -framework “Cocoa” -framework “Carbon” -framework “IOKit” -framework “Security” “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Intermediate/Build/Mac/UnrealHeaderTool/Development/Projects/Module.Projects.cpp.o” -install_name @rpath/UnrealHeaderTool-Projects.dylib -undefined dynamic_lookup -o “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Projects.dylib”’
Upload took 00:00:00.4029220
Execute took 00:00:00.4547837
[26/26] Link UnrealHeaderTool-Projects.dylib
Execute took 00:00:00.8936101
[25/26] Link UnrealHeaderTool-Core.dylib
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-CoreUObject.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-CoreUObject.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2702768
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.3241331
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2553172
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Projects.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Projects.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2742663
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Json.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Json.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2662881
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-ApplicationCore.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-ApplicationCore.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2712745
ERROR: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at UnrealBuildTool.MacToolChain.PostBuildSync(UEBuildTarget InTarget) in D:\Unreal\Engine\Source\Programs\UnrealBuildTool\Platform\Mac\MacToolChain.cs:line 1622
at UnrealBuildTool.MacPlatform.PostBuildSync(UEBuildTarget Target) in D:\Unreal\Engine\Source\Programs\UnrealBuildTool\Platform\Mac\UEBuildMac.cs:line 295
at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Unreal\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1715
Total build time: 127.06 seconds (Remote executor: 110.87 seconds)
Took 127.1733977s to run UnrealBuildTool.exe, ExitCode=5
ERROR: Command failed (Result:5): D:\Unreal\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Mac Development -NoUBTMakefiles -nobuilduht -precompile -flushmac -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2018.05.31-15.12.43.txt’
while executing <Compile Target=“UnrealHeaderTool” Configuration=“Development” Platform=“Mac” Arguments="-precompile" AllowXGE=“True” AllowParallelExecutor=“True” />
at Engine\Build\InstalledEngineBuild.xml(143)
(see D:\Unreal\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
AutomationTool exiting with ExitCode=5 (5)

SOS!!!