When i package the shipping I see the engine version as application version:
pressing space with application selected
on application get info
On iOS there is the “Additional Plist Data” setting that allows to customize plist entries, how to do it on Mac so that I don’t have to manually edit every time I package?
Is there any other mutiplatform-proof way to set the application version?
Hello ,
Thanks for your answer! I’m aware that application versions are treated differently in MacOS rather than iOS, but it’s indeed an aesthetical matter, I find it deceiving for my customers to see “Version 1.0” inside my game and “Version 4.15.1” when they select my game in Finder or click on Get Info on games icon, there should be an option to fix the application version accordingly with my real application version. Application version are used in MacOS and you can find it in every app you click on, adjusting the plist changes the application version, also your Epic Games Luncher has the “CFBundleShortVersionString” on the plist, which is displayed correctly by the system and differs from the engine version:
Or maybe I explained myself wrong, I just want to know how to put my application version there, so that it is displayed properly instead of the version of Engine used for the game.
I am having this problem with macOS when I ‘package’ my game via the editor.
The CFBundleShortVersionString in the generated application’s plist is set to the unreal version number (5.3.2), not the “Project Version” in version settings.
Per a link on this thread as a recommendation for iOS, I tried to add the following to the /Script/MacTargetPlatform.MacTargetSettings, but it does not work for macOS: AdditionalPlistData=<key>CFBundleShortVersionString</key><string>0.9.25d</string>
The only way I’ve been able to get the proper version is to compile the game directly with Xcode, which will use the Xcode “General…Identity…Version” number. However, there are other issues when compiling directly with Xcode.