Hi,
Been using Unreal for a few years and shipped a few games, but this is my 1st time trying to do any builds directly for / with MacOS.
I have an automated build setup to generate Mac binaries for out Mac users who are not coders, have a custom binary build of the Engine (4.27+) which I am running these builds against. Need to use the source engine as we are targetting console.
So Running a simple shell script to trigger the build:
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -project=PROJECTFILEHERE.uproject -platform=Mac -noP4 -clientconfig=Development -build -iostore -skipcook -skipstage -verbose
The build is triggered. On my old MacBook Pro laptop (2015) using the custom built binary engine, this works fine and dandy, all files generated that we need, great. (This laptop has never been reinstalled and has all sorts of things go through it, so there may be some magic hidden setting, I don’t know)
Now if I run this on the clean install build machine (MacMini, 2014, slow but its a small project), the script runs, and the build starts, but doesn’t generate and dSYM files which are in the manifest so the automation tool fails the build!
Both machines are running the same version of xcode, have msbuild installed, and the MacMini did generate the binary engine including dSYM files, so why it’s not doing so when attempting to build the game with the same script is baffling me.
Any help greatly appreciated, thanks.