I downloaded the latest release branch on 1/2/15 and built from scratch. Build succeeds but UE4Editor fails to launch due to ShaderCompileWorker not existing:
$ mv ~/Downloads/UnrealEngine-release.zip .
$ unzip UnrealEngine-release.zip
$ cd UnrealEngine-release
$ ./Setup.sh
$ ./GenerateProjectFiles.sh
$ ./Engine/Build/BatchFiles/Mac/Build.sh UE4Editor Mac Development
$ ./Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor
*** Recognized (0x65) family*** (20 cols X 12 rows) using raw16bitRange= 508, thresh8bits= 3, zsignal_per_pixelsum= 41
Fatal error: [File:{~}/dev/EpicUE4/UnrealEngine-release/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1302]
Couldn't launch {~}/dev/EpicUE4/UnrealEngine-release/Engine/Binaries/Mac/ShaderCompileWorker! Make sure the file is in your binaries folder.
Thank you for pointing this out! I was attempting to build 4.12.0 from source on Mac OSX 10.11.5 El Capitan, and running it would always instantly crash.
From what you posted, I checked the output from Xcode, it read:
“Couldn’t launch ShaderCompileWorker! Make sure the file is in your binaries folder.”
So, in Xcode I left clicked on the scheme button, scrolled down to ShaderCompileWorker and selected it for ‘My Mac’. Then I did Product - Build.
In addition to this though, I also had to do the same steps for UnrealLightmass.
After doing both of these, the editor would load up and look like it’s getting stuck at 45% with Xcode reporting “Missing cached shader map for material WorldGridMaterial, compiling.”. This took about half an hour, and then it was able to open up properly. I figured I would just outline what I did in case others run into this issue too. Thank you for your post!
It seems a spelling error in the UE4Rules assembly. When using the manual build, I get the following error:
ERROR: Couldn’t find target rules file for target ‘ShaderCompilerWorker’ in rules assembly ‘UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
Location: /Users/ZhangJin/Documents/UnrealEngine-release/Engine/Intermediate/Build/BuildRules/UE4Rules.dll
And the found target file is: ShaderCompileWorker - /Users/ZhangJin/Documents/UnrealEngine-release/Engine/Source/Programs/ShaderCompileWorker/ShaderCompileWorker.Target.cs
This still happened with 4.13 for me. This needs a jira ticket or there should be an update to the buiding-from-source documentation.
Manually running Build.sh for the ShaderCompilerWorker as mentioned above worked for me, but this is probably unnecessarily tripping up a lot of people. I haven’t tried a fresh build on windows, but the same thing with ShaderCompilerWorker was happening there at one time on 4.12.