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 ?