RuntimeDependencies are not included in the `*.app` macOS package

Hi everyone,

I have a module within a plugin that rely on dataset files. This file is added as a non-UFS FRuntimeDependency in the module *.Build.cs(see code below). On Windows, when I package my project, the dataset is copied into the packaged game, but this does not work on macOS. Note that UFS dependencies are not included either in the macOS package. Am I missing something ?

Thanks for your help :slight_smile:


MyPlugin.uplugin :

{
  "FileVersion": 3,
  "Version": 1,
  "VersionName": "1.0",
  "FriendlyName": "My Plugin",
  "Description": "A description for my plugin",
  "Category": "Misc",
  "CreatedBy": "Me",
  "CreatedByURL": "",
  "DocsURL": "",
  "MarketplaceURL": "",
  "SupportURL": "",
  "CanContainContent": true,
  "IsBetaVersion": false,
  "IsExperimentalVersion": false,
  "Installed": false,
  "Modules": [
    {
      "Name": "MyModule",
      "Type": "Runtime",
      "LoadingPhase": "Default"
    }
  ],
  "Plugins": [
    {
      "Name": "AnotherPlugin",
      "Enabled": true
    }
  ]
}

MyModule.Build.cs :

using UnrealBuildTool;
using System.IO;

public class MyModule : ModuleRules
{
	public MyModule(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core"
			}
		);
		
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"CoreUObject",
				"Engine",
				"Projects",
				"AnotherModule"
			}
		);
		
		RuntimeDependencies.Add(
			Path.Combine(PluginDirectory, @"Resources\MyDatasetFolder\*"), 
			StagedFileType.NonUFS 
		);
		
	}
}

Hey ! I was wondering if you ever found what was the issue ?

I am trying to package my game with the Unreal Automation Tool using the UE5.3 source build, and the third party lib of my plugin (for me, the SDL2 dylib), won’t be packaged in the place, though every thing else goes well…

I am quite certain it comes from the runtime dependency not working, as you said, but I’m unable to understand where it comes from, as when we were on UE5.2, it was working…

Thank you for reading and if you have any idea, it’ll be more than welcome !

RuntimeDependencies.Add("$(BinaryOutputDir)/libipc.dylib", srcPath);

Same question from UE5.3, it does not work. no file is copied