Problem packaging game on Mac

I am trying to export/package a game on Mac and am getting these three error messages, and it is unable to package. If anyone could help that would be great, thanks!

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Hello there @daslapfactory!

The error contained in your log extract is quite specific:

MetaHumanCoreTech.uplugin is referenced via HorrorGame1.uproject → MetaHumanLiveLink.uplugin with a mismatched ā€˜SupportedTargetPlatforms’ field. This will cause problems.
Result: Failed (OtherCompilationError)

This mean UE is unable to link MetaHumanCoreTech and MetaHumanLiveLink between your plugins, which results in a build crash:

RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6
PackagingResults: Error: Unknown Error

Checking around the community, CoreTech is the base plugin, while LiveLink depends on it. The main plugin works fine with Mac, but the adjacent seems to have a history with the platform.

So, the first solution method would be to temporary disable LiveLink. In fact, it’s mainly used for the facial capture system, so if your scene’s MetaHumans don’t depend on it, then you can leave it off. To do so, simply navigate to Edit > Plugins, look for ā€œMetaHuman LiveLinkā€, uncheck it, save the project, and restart the editor.

Now, if the plugin is a must, then the next step would be to ensure that it currently has ā€œMacā€ set as a supported platform in its configuration. Close UE, go to your project’s main directoty, and look for your .uproject file. Open with a Notepad, and look for the MetaHuman entries. Make sure they have an entry that looks like this:

"SupportedTargetPlatforms": [
			"Win64",
			"Mac"

Save the changes, then test packaging again. If the issue persists, I would also suggest clearing the project’s cache, as multiple failed builds can generate stale/corrupt data. In that same project location, look for folders Saved, Intermediate, and DerivedDataCache, and delete them. Re-open your project, allow it to fully rebuild, then test once again.