UE 4.10 code projects won't compile - ERROR: Rocket: No modules found to build?

Attempting to build a fresh 4.10 code project on OS X 10.11.1 results in the following error:

ERROR: Rocket: No modules found to build?
Command /Users/Shared/UnrealEngine/4.10/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5

This occurs no matter what code projects are created in 4.10,

Attempting to solve the problem as per the solution at [4.7.5 Mac] Cannot create source project - C++ - Epic Developer Community Forums does not work because the directories /Users/Shared/UnrealEngine/4.7/Engine/Source/Developer/CEF3Utils and /Users/Shared/UnrealEngine/4.7/Engine/Source/Developer/WebBrowser are not present after verifying UE 4.10. 4.10 can still successfully compile code from within the editor, but Xcode always shows the aforementioned error whenever I attempt to compile from it with the target set to UE4. I have never encountered such issues before and wonder if this issue requires a different solution from previous versions because of the new arrangement of Xcode projects.

Upgrading to UE 4.10.1 does not solve the problem.

Changing the project build target as shown at UE4 4.10 Xcode project generation and usage - Programming & Scripting - Epic Developer Community Forums allows the project to be cleaned, but attempting to build the project results in the following error:

Setting up Mono
Cleaning UE4Editor macosx Development...
Compiling with MacOSX SDK 10.11
ERROR: Rocket: No modules found to build?
Command /Users/Shared/UnrealEngine/4.10/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5

What is causing Rocket to not find RocketBuild.sh?

Hello Alonzo,

I’ll be looking into that particular error as I’ve never seen it before. In the meantime, can you ensure that your scheme in XCode is set up correctly? Please choose the “Edit Schemes” option and ensure that the one you’re using is set to an option that does not include the word “Editor”, as those do not work for OSX development. A recent XCode update caused Development Editor to be chosen by default so this may be the case.

The “Edit Scheme” option showed a default build configuration of Development Editor. Changing it to Development results in a successful build, though the built program displays the following startup message and exits after showing the pop-up window:

The global shader cache file '/Users/Shared/UnrealEngine/4.10/Engine/GlobalShaderCache-GLSL_150_MAC.bin' is missing.

Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform's packaging settings include this Targeted RHI.

Alternatively build and run the UNCOOKED version instead.

Changing the build configuration to DebugGame results in the same pattern of a successful build followed by an error message on startup. Same thing for the Shipping configuration. In any event, thank you for the (partial) fix anyway! I’ll have to see where I can change the settings to make the program load uncooked content.

Please ensure that you’re using the scheme that matches your project’s name instead of the UE4 one. Also, if you’re building to launch the game, you’ll need to cook your content. You should be able to cook via the File > Cook option. Please let me know if this is able to help.

Running with the build configuration “Develop” works without cooking the content if I launch from the Epic Games launcher and then open the project. Thanks for the help!

The current setup is this:

Run: Development
Test: DebugGame
Profile: Development
Analyze: Development
Archive: Development

The project gets built successfully in Xcode, and launches without requiring cooked content if I open the project from the launcher instead of from Xcode. Like you said, cooking the content after launching the project from the Epic launcher will probably allow it to run when launched form Xcode.

Hi,

Sorry If hijack this conversation but I was interested in what said about the “editor” schemes.

So if on mac we can’t build those schemes, how am I supposed to develop custom animation nodes or skeletal controls? They require a runtime part but also an editor part, to be used in the editor…

Please see this question:
How to build costume SkeletalControls on Mac, since "editor" schemes doesn't work on Xcode? - Programming & Scripting - Epic Developer Community Forums.

Thanks.

Hello daniele_niero

I apologize for the confusion, that was a mistake on my part. Please see your post for my correction.