I’m using MacOS X, version 12.5.1 (I have no option of anything earlier) on an M1 Pro (I have no option of anything earlie.)
It recently updated to XCode version 14.0 (14A309) (I have no option of anything earlier.)
The “no updates” is for security/patch level reasons, as this is a corporate device.
When trying to “Package Project” on MacOS, I get the error:
the sdk for mac is not installed properly, which is needed to generate data. check the sdk section of the launch on menu in the main toolbar to update sdk
I have two questions about this.
The first is: What is it actually looking for? I have SDK version 12.3 installed/selected in XCode:
Second, the error message makes it seem as if there should be an SDK selector somewhere in the launcher menu in the Unreal Editor, but I can’t find anything like that:
UATHelper: Packaging (Mac): Using xbuild. Install Mono 5.0 or greater for faster builds!
UATHelper: Packaging (Mac): Log location: /Users/jwatte/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt
UATHelper: Packaging (Mac): Installed Sdk validity:
UATHelper: Packaging (Mac): Mac: (Status=Invalid, Installed=14.0, AutoSDK=, MinAllowed=11.0.0, MaxAllowed=13.9.9, Flags="InstalledSdk_InvalidVersionExists, Platform_ValidHostPrerequisites")
UATHelper: Packaging (Mac): ERROR: Mac: Unable to find any Sdks that could be installed
UATHelper: Packaging (Mac): Scanning for envvar changes...
UATHelper: Packaging (Mac): ... done!
UATHelper: Packaging (Mac): Cleaning Temp Paths...
UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 1s
UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=10 (Error_SDKNotFound)
UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 10
PackagingResults: Error: Mac: Unable to find any Sdks that could be installed
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 10
PackagingResults: Error: SDK Not Found
Also, somehow my Apple ID can no longer sign in to developer support, it just gives me a “contact information” form, so I can’t even try to download an older version to attempt to break the “latest only” rule …
Is this just Apple’s way of saying “developers should use Windows and Linux?”
No, there’s no easy way to just override what SDKs the UAT accepts, without pulling the code and re-building the tool chain.
Working with Apple Developer Support to debug why the account was locked, lets me unlock “download older versions” of XCode.
Downloading and installing XCode 13.4.1, and then selecting SDK 13.4.1 in the Xcode version selector preferences, seems to have pointed the packager in the right direction.
At least, I have a working packaged project now!
It feels slower than packaging for Windows, though.