I’m trying to make an Unreal Engine build using the source code for version 4.19.2 with iOS support. When it comes to compiling/uploading the files to Mac compilation, I get the following errors. As you can see, it’s looking for some Mac libraries that do not exist in the downloaded source code from GitHub. Are these files supposed to be there? If so, where can I get them from?
Execute took 00:00:00.4530810
[25/26] Link UnrealHeaderTool
Upload took 00:00:00.4374570
Execute took 00:00:00.2968653
clang: error: no such file or directory: ‘/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Source/ThirdParty/IntelTBB/IntelTBB-4.0/lib/Mac/libtbb.a’
AutomationToolProcess exited with code 5
clang: error: no such file or directory: ‘/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Source/ThirdParty/IntelTBB/IntelTBB-4.0/lib/Mac/libtbbmalloc.a’
clang: error: no such file or directory: ‘/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Source/ThirdParty/zlib/v1.2.8/lib/Mac/libz.a’
clang: error: no such file or directory: ‘/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Source/ThirdParty/PLCrashReporter/plcrashreporter-master-5ae3b0a/Mac/Release/libCrashReporter-MacOSX-Static.a’
Doing bash -c ‘if -e “/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool-CoreUObject.dylib” ]; then eval $(stat -s “/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool-CoreUObject.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2812287
Doing bash -c ‘if -e “/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool” ]; then eval $(stat -s “/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.3124649
Doing bash -c ‘if -e “/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib” ]; then eval $(stat -s “/Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2656078
ERROR: UBT ERROR: Failed to produce item: /Users/<username>/UE4/Builds/<computer name>/D/Projects/unreal_projects/UnrealEngineSource/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib
Total build time: 120.84 seconds (Remote executor: 0.00 seconds)
Took 121.7620205s to run UnrealBuildTool.exe, ExitCode=5
ERROR: Command failed (Result:5): D:\Projects\unreal_projects\UnrealEngineSource\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Mac Development -NoUBTMakefiles -nobuilduht -precompile -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2018.05.11-00.29.26.txt’
while executing <Compile Target=“UnrealHeaderTool” Configuration=“Development” Platform=“Mac” Arguments=“-precompile” AllowXGE=“True” AllowParallelExecutor=“True” />
at Engine\Build\InstalledEngineBuild.xml(143)
(see D:\Projects\unreal_projects\UnrealEngineSource\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
AutomationTool exiting with ExitCode=5 (5)
So I it looks like the Mac dependencies are excluded on Windows by default when you run the setup.bat file. If you want to include iOS support to your custom UE4 build using the source code from GitHub, you will need to run .\Engine\Binaries\DotNET\GitDependencies.exe --include=Mac from your Unreal Engine source folder.