[OSX] game module could not be found

Hi Guys,

Getting this really annoying bug. Steps to repro:

Source: 4.0.2 (4.0 branch up to CL 2034640)
Platform: OSX

  • Start Unreal Launcher
  • Launch Unreal
  • In project manager->Create Basic Project(C++)
  • Compile/Run → Project opens in Unreal Editor
  • Make sure project looks okay in editor
  • Quit
  • Start Unreal Launch
  • Launch Unreal
  • In project manager->Open new test c++ project created
  • Get this error:

3255-screen+shot+2014-04-05+at+11.17.43+am.png

Video of repro here: [video][2]

This is actually really really bad for workflows. If opening project means it then opens using Xcode, then that is fine. But now I am in a position where I have a code project, previously made with distributable version of Unreal, and I want to open it in source code built version of engine. This is really confusing for users in end.

Thanks guys!

.

EDIT: Added a link to a video which shows me performing repro

quick fix is to just generate game project solution files once and build it, then editor can open uproj just fine.

We actually run in to this on every fresh clone b/c we keep game project in a separate repository from engine fork, and don’t check in any of generated stuff. absolute easiest solution (for windows folks) is to just run Engine/Build/BatchFiles/RegisterShellCommands.bat after building editor (as admin, I think? Can’t remember), and use newly-minted context menu entry to generate project files from uproj. Additional upside: file association for uproj will now also be set to your fork of rocket.

Sorry to say I don’t have a super-quick answer for XCode, but it seems to me like you can most likely get what you’re looking for with some variant of GenerateProjectFiles.command and some -project flags or similar.

EDIT: This advice is what I’m giving because that’s error rocket throws when it’s hunting for an already-compiled shared library, which you don’t have if you just pulled code project. Looking at your repro steps, I’m uncertain about one thing: is this on a fresh copy of a project (i.e. never built before in that location)? If it is, +1 for bug.

Yep this is exactly what I am saying. I would understand moving engine versions or building directly from source. But this is literally a new project. Just reproed it again just to make sure.

Hi TommyBear,

I just went through this exact workflow on Windows 7 & Visual Studio2013 and I did not experience any issue. We’ll have someone check this on OSX & Xcode tomorrow and will get back to you with our results.

Cheers

Thank you very much Stephen!

Hey TommyBear,

I was able to reproduce issue on my Macbook Pro. I’m looking into process using Xcode to make sure we’re not missing anything. I will let you know what we find as soon as we can. Thanks for reporting issue!

Thank you very much !

Hi ,

Can you confirm that you are setting solution configuration to “Development Editor” in XCode? This may not be default option, but it is required for building for editor.

Thanks

Yep that made it work. Is this preferred fix? Can you make default development?

I don’t believe that we can set default configurations for either XCode or Visual Studio. But as I said, ‘Development Editor’ is required when building solutions for use in Editor. (or Debug Editor if building for debugging).

Cheers!

Can you elaborate on this.Where exactly do you make configuration changes in Xcode? I don’t see setting in Xcode for ‘Development Editor’. I’m having same issue whenever I return to project after closing it.

I’d like to know too @basheps, I can’t seem to find it either(and I’m having same problem).

In Xcode, you need to change Scheme to UE4Editor - Mac > My Mac (I think it’s initially set to BlankProgram - Mac > My Mac when you open the .xcodeproj). This is in title bar.

  • What is difference between “UE4Editor - Mac” and “GameNameEditor - Mac”? I’m experiencing this bug using UE4Editor - Mac, but switching to “GameNameEditor - Mac” allowed me to build and run. I’ve always used “UE4Editor - Mac” before with no problems.

Also, is there any documentation of build process on Mac, or how to properly debug from Xcode with assets being copied? I know it can be done, but I’ve never seen a step-by-step, and I feel like we Mac UE4 devs end up wasting a lot of time due to lack of documentation on build and debug processes. Thx!

Hey ,

main difference between UE4Editor and GameNameEditor is that UE4Editor builds editor alone (enough to work on blueprint only projects). Building GameNameEditor will build editor as well as game editor libraries.