Why is file "UE4Editor-[MY_GAME].dylib" missing when building from shell using RunUAT

Hi,

I’m trying to build, cook, deploy and run project on my iphone se using command line tools. For that I’m using script RunUAT.sh (from directory ./Engine/Build/BatchFiles).

Project seems to build and deploy to phone. When sample run it shows splash screen then black screen and crash (phone back to applications screen).

When I open this project from UE4Edtior i see dialog:

Missing Puzzle3 Modules
The following modules are missing or built with a different engine version:
UE4Editor-Puzzle3.dylib
Would you like to rebuild them now?
[YES] [NO]

After click [YES] projects build and works on phone.

What command or flag i’m missing?

Configuration:

  • UE 4.12

  • OS X 10.11.6

  • Project from samples (Puzzle, C++)

  • Script code

    cd /Users/Shared/UnrealEngine/4.12
    Engine/Build/BatchFiles/RunUAT.sh
    BuildCookRun
    -project="${PROJECT_DIR}/${PROJECT_NAME}.uproject"
    -noP4
    -platform=IOS
    -clientconfig=Development
    -serverconfig=Development
    -cook
    -build
    -maps=AllMaps
    -nocompileeditor
    -nocompile
    -stage
    -package
    -pak
    -archive
    -archivedirectory="${PROJECT_DIR}/Build"

    -ue4exe=UE4Editor
    -clean
    -compressed
    -deploy
    -run
    -signed
    -device “Yuga Khan”

Thanks for help

I would run the command through the editor, and then find the actual command(s) the editor uses in the output log. I have found that to be much more reliable than reading the CLI so-called help.

Hi Lukasz,

Try the solution posted by above and if does not resolve the issue,
respond and we will continue to help you troubleshoot.

.

Solved.

Problem was with not cooking the uassets.
I need run at first command:

./Engine/Build/BatchFiles/Mac/Build.sh "${PROJECT_NAME}Editor" Mac Development "${PROJECT_DIR}/${PROJECT_NAME}.uproject"