Unable to make install build 4.19.2 with iOS support. Compiler errors.

Hello,

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.

Build UE4 error,from release 4.19.2 with command below:
Engine\Binaries\DotNET\AutomationTool.exe BuildGraph -target=“Make Installed Build Win64” -script=“Engine\Build\InstalledEngineBuild.xml” ^
-set:WithWin64=true ^
-set:WithWin32=false ^
-set:WithMac=false ^
-set:WithAndroid=true ^
-set:WithIOS=true ^
-set:WithTVOS=false ^
-set:WithLinux=false ^
-set:WithHTML5=false ^
-set:WithPS4=false ^
-set:WithXboxOne=false ^
-set:WithDDC=false ^
-set:WithFullDebugInfo=false

it’s sucess when set:WithIOS=false,but i want WithIOS

[26/26] Link UnrealHeaderTool-Core.dylib
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-CoreUObject.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-CoreUObject.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2094472
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2034633
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Core.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.1994733
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Projects.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Projects.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.2992104
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Json.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-Json.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.4238816
Doing bash -c ‘if -e “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-ApplicationCore.dylib” ]; then eval $(stat -s “/Users/Compiler/UE4/Builds/APC/D/Unreal/Engine/Binaries/Mac/UnrealHeaderTool-ApplicationCore.dylib”) && echo $st_mtime,$st_size; fi’
Execute took 00:00:00.4557968
ERROR: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at UnrealBuildTool.MacToolChain.PostBuildSync(UEBuildTarget InTarget) in D:\Unreal\Engine\Source\Programs\UnrealBuildTool\Platform\Mac\MacToolChain.cs:line 1621
at UnrealBuildTool.MacPlatform.PostBuildSync(UEBuildTarget Target) in D:\Unreal\Engine\Source\Programs\UnrealBuildTool\Platform\Mac\UEBuildMac.cs:line 295
at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Unreal\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1715
Total build time: 86.29 seconds (Remote executor: 68.79 seconds)
Took 86.4343879s to run UnrealBuildTool.exe, ExitCode=5
ERROR: Command failed (Result:5): D:\Unreal\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Mac Development -NoUBTMakefiles -nobuilduht -precompile -flushmac -noxge -NoHotReload -ignorejunk. See logfile for details: ‘UnrealBuildTool-2018.05.31-09.20.47.txt’
while executing <Compile Target=“UnrealHeaderTool” Configuration=“Development” Platform=“Mac” Arguments="-precompile" AllowXGE=“True” AllowParallelExecutor=“True” />
at Engine\Build\InstalledEngineBuild.xml(143)
(see D:\Unreal\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
AutomationTool exiting with ExitCode=5 (5)