I have source engine working on Mac, but it is somehow not registered on the system level.
Double clicking .uproject presents me with a blank default, if I click on the arrows it shows me only the Store engine.
Right clicking .uproject and selecting Services shows me Generate XCode Project, Launch Game and SwitchUnrealEngineVersion but none of them do anything.
Note: I see old UE4 services there as well despite having removed UE4 from the machine.
Note: I have both UE5 Store version and Source version on the machine.
Note: I am able to convert and open the project in the Source Engine.
I’m not fully sure how it works on Mac, but at least on windows source engines aren’t automatically registered either. You have to either have a native project or put info about the source built editor into the registry.
On Windows, source editor projects should usually be structured like this to automatically detect the relative source editor:
-Parent folder
Engine
Project1
Project2
In that folder structure they’re called “native” projects and how we expect you to use source builds of the engine.
In “foreign” projects (or “non-native”) where the project is in some other location, then it requires the EngineAssociation parameter of the .uproject file to know which editor to open. It’s just a GUID, but it has to be listed somewhere globally on the computer. On windows, that’s the windows registry. I don’t know what the equivalent is on Mac but maybe if you check how EngineAssociation is used in the source code you’ll see where it queries it on Mac.