Using Source Control to develop on both Windows and Mac

Hi everyone!

I am developing an unreal 5 game and would like to be able to work on it on both my Windows machine and my Macbook Pro (M1 Max) machine.

I have unreal 5.0.3 working on both machines, and am using Azure Devops GIT repo for source control.

I was able to push my entire project (.uproject file, Config, Content, and Source) to Azure and then pull it down on my Macbook.

However, when I click the .uproject file and it attempts to rebuild, I get the dreaded “could not be compiled. Try rebuilding from source manually.” error. I have removed the vscode config file, I’ve deleted the binaries, intermediate, and saved files, and it still doesn’t want to play nice.

Any suggestions on what to try?

1 Like

Could you post the error log? ( ProjectName/Saved/Logs )
I was using Windows and Mac, I just needed to recompile the project but it didn’t show any errors.

Thanks for the reply! The Saved folder gets generated, but the entire folder is empty (so no logs). Does that give any clues on what might be happening?

No, but one thing that might help you is that I used .gitignore for some folders. Remove these folders from your repository.

I’m using .gitignore from:
https://www.toptal.com/developers/gitignore/api/unrealengine

If it still shows “could not be compiled…”, it will create an error log. Post this log for us.

Tried it and still nothing :(. No error logs are appearing.