(Mac OS) Engine Association with project (5.4.1)

Hello everyone!
I’m facing with the engine association issue for more than 6 month already (since I got my Mac for a job)

After compiling of the installed build from source, according to this article, it’s a good practice to align your team engine versions with registration of it in register (Windows) or in install.ini file (Unix systems), to prevent any problems of .uproject file opening.

For Windows machines there are no any issues with naming the register key with any comfortable name like “MyAwesomeBuild” = %EnginePath%.

But on MacOS I’m facing with association issues. Whenever I set my custom build name in install.ini file, all created/opened projects associates with {00000000-0000-0000-0000-000000000000}
Here is my another post about it.

I’ve performed few tests and realized that if I use UUID-like key name in install.ini file, then .uproject file associates with this correctly. And also I found this article on github with the following comment (Y2021):

It is tempting to give the installation a more readable name, by replacing the UUID string in Install.ini, but I’ve been told this doesn’t work and that only UUID-type strings are supported.

Meanwhile, in official guidance we can find an example how to create engine key with custom non-UUIDlike key

But using of UUID-like key didn’t solve all of the problems:

  • Unreal Version Selector still didn’t finds the custom UE installation
  • Custom UE installation didn’t stores the previously opened projects

I suppose that not only me, who working in cross-platform team environment, but I didn’t find any similar questions across the internet.

So, is here any EpicGames representatives who can bring the light to this question?

@SupportiveEntity hello! Sorry for bothering you, but may I ask you to take a look and advise, if it possible? :pleading_face:

Hey there @esNaglfar! It’s never a bother! Though I may not have much knowledge on this specific subject. My limited experience of key registration had also come from the documentation as well, and my experience has also been working with entirely windows based teams sprinkled with some random Linux distros and have never had an issue. Since custom IDs are supposed to be supported, this seems like a bug. Though reading supporting posts, it seems everything is read as UUIDs anyway for MacOS. Digging a bit deeper to see if I can follow it and check it in the source.

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hey im having this same issue, and im curious if you did end up solving? my mac can’t seem to recognize the source engine of unreal either.