ShaderCompileWorker - does't compiles 4.11 on OS X 10.11.4/Xc7.3

On mac (OS X 10.11.4 and Xcode 7.3 with SDK 10.11) after process “build” is finish then UE doesn’t run.

LOG of Xcode:

LogInit:Display: Running engine without a game
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1668952916) SRandInit(1668957213).
LogTaskGraph: Started task graph with 4 named threads and 5 total threads.
LogStats: Stats thread started at 0.651643
LogInit: Version: 4.11.0-0+UE4
LogInit: API Version: 0
LogInit: Compiled (64-bit): Apr 1 2016 21:41:44
LogInit: Compiled with Clang: 7.3.0 (clang-703.0.29)
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line: -NSDocumentRevisionsDebugMode YES
LogInit: Base directory: /Users/Shared/UnrealEngine/SourceCode/UnrealEngine/Engine/Binaries/Mac/
LogInit: Installed Engine Build: 0
LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2016.04.02-16.49.54:508][ 0]LogInit: Selected Device Profile: [Mac]

[2016.04.02-16.49.59:292][ 0]LogDerivedDataCache:Warning: Shared data cache path was not usable, will not use it.
[2016.04.02-16.49.59:292][ 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
Fatal error: [File:/Users/Shared/UnrealEngine/SourceCode/UnrealEngine/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1308]
Couldn’t launch /Users/Shared/UnrealEngine/SourceCode/UnrealEngine/Engine/Binaries/Mac/ShaderCompileWorker! Make sure the file is in your binaries folder.
UE4Editor-Engine.dylib was compiled with optimization - stepping may behave oddly; variables may not be available.

Why the ShaderCompileWorker was not compiled ? :confused:

Some time ago, ShaderCompileWorker wasn’t declared properly as a dependency on the editor. I think I’ve seen it as fixed in some release notes, but it may still fail on Mac. Just recompile it by hand

I did. It doesn’t helps

Hey MiKom,

Do me a favor and within Xcode locate the ShaderCompilerWorker and build it in using the ‘Development’ scheme.

Let me know if this helped or if you need further assistance.

Cheers,

Ok. Iwl inform you as soon as possible

Hey PirateTony,

I did not realize you were on the UE4 Masterbranch of GitHub, which is an untested and unofficial version of the engine. The issue you are having is known and we have a process to work around it. After you have compiled the UE4 Editor in development mode, you will want to build the following with the correct scheme.

  1. ShaderCompilerWorker in ‘Development’
  2. UnrealLightmass in ‘Development’
  3. CrashReporterClient in ‘Shipping’

Unfortunately, there isn’t much in the way of reporting a bug as this is considered bleeding edge and we do not provide official support for unreleased versions of the engine.

Thank you,

Exactly works. Thanks

Works. Thanks

It still happens in 4.14.3. I had to manually compile ShaderCompileWorker to have the editor start. To compile it, you need to select in the top left drop down menu the project ShaderCompileWorker , where it shows UE4 by default.