trying also, to build all from build menu in editor, I get this mess:
LoginId:ec16c41b1a4d6a5b954cb59fe16dbbad
EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d
Caught signal
FLevelEditorActionCallbacks::Build_CanExecute() Address = 0x122c28b70 (filename not found) [in UnrealEditor-LevelEditor.dylib]
FUIAction::CanExecute() const Address = 0x1054563b8 (filename not found) [in UnrealEditor-Slate.dylib]
FSlateMacMenu::IsMenuItemEnabled(TSharedRef<FMenuEntryBlock const, (ESPMode)1> const&) Address = 0x10553f164 (filename not found) [in UnrealEditor-Slate.dylib]
FSlateMacMenu::UpdateCachedState() Address = 0x10553db1c (filename not found) [in UnrealEditor-Slate.dylib]
FMacApplication::PumpMessages(float) Address = 0x1032862c8 (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FSlateApplication::TickPlatform(float) Address = 0x1053aaa4c (filename not found) [in UnrealEditor-Slate.dylib]
FSlateApplication::Tick(ESlateTickType) Address = 0x1053aa0bc (filename not found) [in UnrealEditor-Slate.dylib]
TickSlate(TSharedPtr<SWindow, (ESPMode)1>) Address = 0x11266fc1c (filename not found) [in UnrealEditor-UnrealEd.dylib]
FFeedbackContextEditor::ProgressReported(float, FText) Address = 0x112671684 (filename not found) [in UnrealEditor-UnrealEd.dylib]
FFeedbackContext::UpdateUI() Address = 0x106690538 (filename not found) [in UnrealEditor-Core.dylib]
ULevel::CreateModelComponents() Address = 0x11852b128 (filename not found) [in UnrealEditor-Engine.dylib]
ULevel::UpdateModelComponents() Address = 0x11852a058 (filename not found) [in UnrealEditor-Engine.dylib]
ULevel::IncrementalUpdateComponents(int, bool, FRegisterComponentContext*) Address = 0x1185288d0 (filename not found) [in UnrealEditor-Engine.dylib]
UWorld::UpdateWorldComponents(bool, bool, FRegisterComponentContext*) Address = 0x1198c6f2c (filename not found) [in UnrealEditor-Engine.dylib]
UWorld::InitializeNewWorld(FWorldInitializationValues, bool) Address = 0x1198c7d9c (filename not found) [in UnrealEditor-Engine.dylib]
UWorld::CreateWorld(EWorldType::Type, bool, FName, UPackage*, bool, ERHIFeatureLevel::Type, FWorldInitializationValues const*, bool) Address = 0x1198c9038 (filename not found) [in UnrealEditor-Engine.dylib]
UWorldFactory::FactoryCreateNew(UClass*, UObject*, FName, EObjectFlags, UObject*, FFeedbackContext*) Address = 0x1122fa604 (filename not found) [in UnrealEditor-UnrealEd.dylib]
UEditorEngine::NewMap(bool) Address = 0x112156318 (filename not found) [in UnrealEditor-UnrealEd.dylib]
UEditorLoadingAndSavingUtils::NewBlankMap(bool) Address = 0x1126a195c (filename not found) [in UnrealEditor-UnrealEd.dylib]
UnloadCurrentMap(FString&) Address = 0x2f815faf8 (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FWorldPartitionEditorModule::Build(IWorldPartitionEditorModule::FRunBuilderParams const&) Address = 0x2f8161c2c (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FWorldPartitionEditorModule::BuildHLODs(IWorldPartitionEditorModule::FRunBuilderParams const&) Address = 0x2f816106c (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FWorldPartitionEditorModule::RunBuilder(IWorldPartitionEditorModule::FRunBuilderParams const&) Address = 0x2f81607b8 (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
IWorldPartitionEditorModule::RunBuilder(TSubclassOf, UWorld*) Address = 0x2f816044c (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FEditorBuildUtils::TriggerHierarchicalLODBuilder(UWorld*) Address = 0x112039b80 (filename not found) [in UnrealEditor-UnrealEd.dylib]
FBuildAllHandler::ProcessBuild(TWeakPtr<SBuildProgressWidget, (ESPMode)1> const&) Address = 0x11203d8dc (filename not found) [in UnrealEditor-UnrealEd.dylib]
FEditorBuildUtils::EditorBuild(UWorld*, FName, bool) Address = 0x112036938 (filename not found) [in UnrealEditor-UnrealEd.dylib]
FLevelEditorActionCallbacks::Build_Execute() Address = 0x122c28ac4 (filename not found) [in UnrealEditor-LevelEditor.dylib]
TBaseStaticDelegateInstance<void (), FDefaultDelegateUserPolicy>::ExecuteIfSafe() const Address = 0x122cb3fe8 (filename not found) [in UnrealEditor-LevelEditor.dylib]
bool TDelegate<void (), FDefaultDelegateUserPolicy>::ExecuteIfBound<void, (void*)0>() const Address = 0x1053996a4 (filename not found) [in UnrealEditor-Slate.dylib]
FUICommandList::ExecuteAction(TSharedRef<FUICommandInfo const, (ESPMode)1>) const Address = 0x105455f14 (filename not found) [in UnrealEditor-Slate.dylib]
invocation function for block in FSlateMacMenu::ExecuteMenuItemAction(TSharedRef<FMenuEntryBlock const, (ESPMode)1> const&) Address = 0x10553f864 (filename not found) [in UnrealEditor-Slate.dylib]
FCocoaRunLoopSource::Process(__CFString const*) Address = 0x1065a9210 (filename not found) [in UnrealEditor-Core.dylib]
-[FCocoaRunLoopSourceInfo perform] Address = 0x1065a8fc0 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x1805779dc (filename not found) [in CoreFoundation]
Unknown() Address = 0x180577970 (filename not found) [in CoreFoundation]
Unknown() Address = 0x1805776e0 (filename not found) [in CoreFoundation]
Unknown() Address = 0x1805762d0 (filename not found) [in CoreFoundation]
Unknown() Address = 0x18057593c (filename not found) [in CoreFoundation]
ProcessGameThreadEvents() Address = 0x1065a9b68 (filename not found) [in UnrealEditor-Core.dylib]
FMacPlatformApplicationMisc::PumpMessages(bool) Address = 0x1032862f4 (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FEngineLoop::Tick() Address = 0x102674dc4 (filename not found) [in UnrealEditor]
GuardedMain(char16_t const*) Address = 0x102683394 (filename not found) [in UnrealEditor]
-[UEAppDelegate runGameThread:] Address = 0x10269eafc (filename not found) [in UnrealEditor]
-[FCocoaGameThread main] Address = 0x1065a948c (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x18167af14 (filename not found) [in Foundation]
Unknown() Address = 0x18049a034 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x180494e3c (filename not found) [in libsystem_pthread.dylib]
Does this mean the binary Mac editor isn’t working as expected, and I need to use Xcode to built manually ?
Also while I uninstalled nanite,working that its not available yet on Mac platform, on loading project, its still telling me to build nanite stuff.
with? ;0-0
thx anyone
g.leej