Can't build C++ project on OSX

I’m running OSX Yosemite with XCode 6.1.1. When I try to make C++ project template I get this error.
The same error occurs If I try to build project from XCode. If I try to open the project in the editor it crashes.
UE version 4.7.1.


The project failed to compile with this version of the engine. Build output is as follows:

Running Mono…

/Users/Shared/UnrealEngine/4.7/Engine /Users/Shared/UnrealEngine/4.7/Engine/Binaries/Mac
Compiling with Mac SDK 10.10
Parsing headers for TestProject2Editor
Reflection code generated for TestProject2Editor
ERROR: System.IO.FileNotFoundException: Could not load file or assembly ‘System.Management, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a’ or one of its dependencies.
File name: ‘System.Management, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a’
at UnrealBuildTool.ActionGraph.ExecuteActions (System.Collections.Generic.List`1 ActionsToExecute, System.String& ExecutorName) [0x00000] in :0
at UnrealBuildTool.UnrealBuildTool.RunUBT (System.String[] Arguments) [0x00000] in :0
Cumulative action seconds (8 processors): 0.00 building projects, 0.00 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other
UBT execution time: 7.56 seconds

This got solved by installing latest version of MONO!

It there a list of required dependencies in the documentation?
The quick starts/tutorials at least didn’t have.

i have same issue , and update mono to last version by brew

mono --version
Mono JIT compiler version 3.10.0 (tarball Wed Oct 22 10:06:03 BST 2014)


i download engine 4.5.1 and create and build is ok

Take this with a grain of salt, because I am literally just using Unreal for the first time today

I have Unreal Engine 4.8.1 on Mac OSX 10.10.3, Xcode 6.3.2. The C++ First Person example compiles fine for me on this system. I haven’t done any new code yet, just compiled what came with the template, but UE automatically located my Xcode installation and used it for the code builds.

So the issue you reported may have been fixed in the newer version of UE.