How to build and run DebugGame Editor configuration on Mac OS


I am having difficulties running a project in DebugGame Editor configuration on Mac OS X.

The documentation states that the default build configuration would be debug but using 4.10 it seems to be otherwise:

Changing the configuration to DebugGame Editor will lead to this error message when attempting to run:

What is the proper way to build and run Debug configurations? Thanks in advance.

Hello Kryofenix,

With the new addition of the build configurations to XCode, it wasn’t properly explained but any schemes using build configurations that include the word ‘Editor’ are going to fail and this is intended. You should be able to compile fine with the basic DebugGame however. I’ll look into getting that documentation updated for future users.

Hello Matthew and thank you for your answer.

Are there any plans to make it possible to run the DebugGame Editor configuration?

Note that running the UE4Editor executable with -debug also fails.

I’m sorry, but I don’t understand this answer. I have been building my projects from source on Mac for over a year. I use the Debug Editor, DebugGame Editor, and Development Editor configurations all the time, and they both compile and run.

What do you mean they are intended to fail? Is this only the case when building with the precompiled engine? If so, that should be expressly stated.

When compiling from a source build of the engine, the Debug Editor configuration works right out of the box. For DebugGame Editor and Development Editor, I have to point the development scheme to the proper executable. This scheme is intended to run your project by starting the editor first. As such, the executable is not your project, but the Unreal Editor itself.

For Debug Editor, the executable is: …/Engine/Binaries/Mac/
For DebugGame Editor and Development Editor, it is: …/Engine/Binaries/Mac/

Regardless of this redirection, the projects still compile without error in all three configurations.

Hello certifiedDoc,

It’s been quite a while since I got that information that I gave to Kyrofenix. It seems like those editor configurations work now for code projects made in the Binary version of 4.11.2 but I’ve yet to get a chance to test a source built version.

I’ll see if I can get some more, possibly updated, information sometime soon.