cooked app for OSX => ‘GlobalShaderCache-GLSL_150.bin’ is missing.
preview for iOS => no problem~
cooked app for iOS => ‘GlobalShaderCache-GLSL_ES2_IOS.bin’ is missing.
I make apps with MacBookPro( made in 2010 year. GPU is NVDIA GeForce320M. ), XCode 5.1, OSX 10.9.2.
My C++ project detail is not special. I modified basic C++ project in little to show simple log.
Create a code project.
=> TPS(Third Person Shooter) C++ project. ok~
Compile the ProjectEditor-Mac in Development.
=> ok~ I build in ‘Development’ mode.
Launch the Editor.
=> no problem in new window game and mobile preview~
Launch on Device.
=> Launch is success. But I can not run my iOS app because of the above problem !!! T_T
I bought MacBookAir( Intel HD Graphics 5000, RAM 8 GB, SSD 250 GB ) last week. I installed ‘Unreal Engine 4.1.0’ to my new MacBookAir and I build UE4(Unreal Engine 4) C++ project in my new MacBookAir.
But, UE4 also generate same problem in my new MacBookAir. T_T
So, I defer to make my iOS app in 3~4 months. I am tired in little.
Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.
Hello, I’ve just been trying to build for OS X and iOS and have encountered the exact same problem using Unreal Engine 4.10.2, so the problem still exists.
Please try to verify your version of the engine, or even update to 4.10.3. If you’re still having trouble, I would highly suggest submitting a new question thread to AnswerHub and provide your .