UE5 on MacOS Monterey (beta 7)?

So Monterey b7 is now mandating XCode 13 being used. The current UE5 download from EGS does not boot up, as it requires an XCode version 11.0…12.99.

Is there a way around this? Should I just try building from source maybe?

Also, any one with experience re: M1 Macs and UE5? Thinking about switching over from Unity, since Unity 2021.2 betas have been horribly buggy, a new significant issue every release. Have to stick to it however, for the M1 native-ness, otherwise it’s really slow to build and re-enter play mode, etc.

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I actually got it to work in Monterey b8. I had to change the project from C++ to Blueprint. If it’s C++ it says 11.0-12.99 message.

Until UE5 officially support Xcode 13, you have to either use Blueprints or UE4.27 both of which work fine in Monterey.

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I finally got it working with C++ and UE5 Xcode 13.0 and Monterey b8. It wasn’t easy though, here are the basic steps:

  • Fork and Clone the UE4/5 repo, https://github.com/EpicGames/UnrealEngine/tree/5.0.0-early-access-2, you want the branch ue5-main
  • Make sure you have read/write permissions in the directory (FOrk and Clone should take care of it)
  • Run Setup command, and the Generate Project Files command in the root of fork clone
  • Update your Project Workspace Settings so it’s the New Build System not the Legacy one, it may be already set
  • Open Xcode 13, build the ShaderCompileWorker target
  • build the UE5 project target
  • Run UE5, and select C++, works fine

Bear in mind this whole process took me about 2 hours. An hour to clone and update, an hour to build. It may be quicker on your machine, but my MacBook Pro was chugging along, it sounded like a damned jet engine. Also I ran out of memory at some point and had to rebuild.

My specs are i9 intel, 32 GB RAM, Radeon Pro 20 2019 MBP.

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Thank you so much! A BP project worked just fine in b7 too, not being native aside. It’s actually surprisingly performant, and the M1X is rumoured to have 2xCPU and 2-4xCPU cores compared to this, could be quite a competent little dev laptop!

Weirdly, your version string is 5.1.0, so maybe there’s another Early Access coming soon? Or maybe a full release once that version is finalised. Out of curiosity, does deleting foliage still spazz out your screen?

I tried building it too, but it was clear that it was going to take hours at best, so I gave up shortly after. 8GB RAM probably didn’t help, pretty sure I ran out of mem with the IDE open as well :expressionless:

Now, if only Epic committed to releasing ARM-native builds, that would make my decision of getting one super easy. My alternative is the desktop with 5800x/ 3080, which would be a better experience for sure, but I don’t particularly want to do side projects on the desk as well, feels like work.

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Forgot to ask, is the locally compiled version ARM native? I guess a good indication would be whether the universal binary compiles at all, though I might have to give building it a try myself to verify this for sure.

I don’t think it is. I only built for x86/64, so i could be wrong.

Its under Rosetta. Tried ue5-main branch on the new Macs with Monterey. Although, when I try to Project/Run it would throw this,

ShaderCompileWorker is called by UnrealEditor, it requires specific command like arguments.

Program ended with exit code: 255

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