# UE4 - Building shipping package on Mac M1 for Intel architecture

**URL:** <https://forums.unrealengine.com/t/ue4-building-shipping-package-on-mac-m1-for-intel-architecture/685206>\
**Category:** Platform & Builds\
**Tags:** MAC-OS-X, Builds, MAC, unreal-engine, question\
**Created:** [November 6, 2022, 4:05pm UTC](https://forums.unrealengine.com/t/ue4-building-shipping-package-on-mac-m1-for-intel-architecture/685206 "2022-11-06T16:05:23Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Talad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talad](https://forums.unrealengine.com/u/Talad)\
**Post date:** [November 6, 2022, 4:05pm UTC](https://forums.unrealengine.com/t/ue4-building-shipping-package-on-mac-m1-for-intel-architecture/685206/1 "2022-11-06T16:05:23Z")

</div>

Hi, I’m trying to create a shipping build for Mac of our game on Unreal 4.27.2. I have changed my Mac to a M1 macmini, and this is the first time I create the shipping build on it. I can compile and run the game properly from Xcode, but with RunUAT.command BuildCookRun I get the following error:

```auto
  [1/13] Link UnrealHeaderTool-TraceLog.dylib
  [2/13] Link UnrealHeaderTool-Core.dylib
  ld: warning: ignoring file /Users/luke/UnrealEngine/Engine/Binaries/Mac/UnrealHeaderTool-BuildSettings.dylib, building for macOS-x86_64 but attempting to link with file built for macOS-arm64
  Undefined symbols for architecture x86_64:
    "BuildSettings::GetBuildDate()", referenced from:
        FApp::GetBuildDate() in Module.Core.9_of_15.cpp.o
    "BuildSettings::GetBranchName()", referenced from:
        FApp::GetBranchName() in Module.Core.9_of_15.cpp.o
        FGlobalEngineVersions::FGlobalEngineVersions() in Module.Core.10_of_15.cpp.o
    "BuildSettings::GetBuildVersion()", referenced from:
        FApp::GetBuildVersion() in Module.Core.9_of_15.cpp.o
        FApp::PrintStartupLogMessages() in Module.Core.9_of_15.cpp.o
    "BuildSettings::IsPromotedBuild()", referenced from:
        FApp::GetEngineIsPromotedBuild() in Module.Core.9_of_15.cpp.o
    "BuildSettings::IsLicenseeVersion()", referenced from:
        FMacCrashContext::GenerateCrashInfoAndLaunchReporter() const in Module.Core.7_of_15.cpp.o
        FMacCrashContext::GenerateEnsureInfoAndLaunchReporter() const in Module.Core.7_of_15.cpp.o
        FGlobalEngineVersions::FGlobalEngineVersions() in Module.Core.10_of_15.cpp.o
    "BuildSettings::GetCurrentChangelist()", referenced from:
        FGlobalEngineVersions::FGlobalEngineVersions() in Module.Core.10_of_15.cpp.o
    "BuildSettings::GetCompatibleChangelist()", referenced from:
        FNetworkVersion::GetNetworkCompatibleChangelist() in Module.Core.10_of_15.cpp.o
        FGlobalEngineVersions::FGlobalEngineVersions() in Module.Core.10_of_15.cpp.o
  ld: symbol(s) not found for architecture x86_64
  clang: error: linker command failed with exit code 1 (use -v to see invocation)
Took 12.99878s to run mono, ExitCode=6
UnrealBuildTool failed. See log for more details. (/Users/luke/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-PSUnrealEditor-Mac-Development.txt)
AutomationTool exiting with ExitCode=6 (6)
RunUAT ERROR: AutomationTool was unable to run successfully.

```

I have added to the build command this switch:

`-architecture=x86_64`

and I also tried to set the terminal environment to x86\_64 with this command

`$env /usr/bin/arch -x86_64 /bin/zsh --login`

Still I get the above error, any ideas?

---

<div class="post-metadata">

**Author:** ![Talad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talad](https://forums.unrealengine.com/u/Talad)\
**Post date:** [November 8, 2022, 12:07am UTC](https://forums.unrealengine.com/t/ue4-building-shipping-package-on-mac-m1-for-intel-architecture/685206/2 "2022-11-08T00:07:57Z")

</div>

I fixed it by applying this commit from 4.27.2-plus branch.

[https://github.com/EpicGames/UnrealEngine/commit/0b07894ce453d3dab72afd037b9d7fa5fe82c090](https://github.com/EpicGames/UnrealEngine/commit/0b07894ce453d3dab72afd037b9d7fa5fe82c090)

set this env variables:

```auto
   export ARCHS=x86_64
   export VALID_ARCHS=x86_64

```

and I didn’t use the $env command to switch to x86 mode above.
