[Mac OS X] Packaging

Packaging for Mac OS X generates a messy app with a broken link to .uproject. app generated name differs from project name, there is a messy and confusing data structure in folders backwards, also when setted PAK export.

When I tried to run app comes a error that “…/…/…/SOME_NAME_FOLDER_NOT_PROJECT_NAME/SOME_NAME_FILE_NOT_PROJECT_NAME.uproject” wasn’t there.

Hey thepipecat,

Sorry you’re having some difficulty. Take a look at this post and see if it answers some of your questions:

link provided should help get you up and running. I was curious about a few things.

  1. Where are you running app from?
  2. Are you packaging a Blueprint Project?

If you are packaging a blueprint project, it currently names app to UE4Game.

Bullard | Engine QA | Epic Games Inc.

Thx , hi .

Actually I had exported First Person Shooter example project. That I believe that is a blueprint project, so Editor packaged game like a UE4Game-NoEditor.app, or something like that, and did error that a reported above.

My really question is: how to do, with some others like blueprint projects, to export my app to distribute to players / stores etc.? Something that don’t need to “Open -a Game.app --args …”.

Hi , thx for answer.

This desire is a “work in progress” or “as soon as possible”?

Hey thepipecat -

While we agree this is not desired result for Packaging Mac apps, for now a blueprint project will require user to pass command arguments that we posted in thread linked. goal is to have packaged app be self contained, similar to how it was in UE3, which will allow end user to just launch as is without having to add arguments.

Bullard | Engine QA

Yes :), I’ll make sure to update this thread when changes are being released that improve work.