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Error compiling 4.7.2 from source

Hi, I'm trying to compile UE 4.7.2 on OS X (Yosemite) but I'm getting the following output when executing GenerateProjectFiles.command. What am I doing wrong? Plus, am I forced to use Xcode 5.1 or can I also use more recent versions (6.1.1)?

UnrealEngine-4.7.2-release/GenerateProjectFiles.command ; exit;

Setting up Unreal Engine 4 project files...

Setting up Mono Generating data for project indexing... 0%ERROR: Exception thrown while processing dependent modules of Launch

Exception thrown while processing dependent modules of Engine

Exception thrown while processing dependent modules of Landscape

Exception thrown while processing dependent modules of UnrealEd

Exception thrown while processing dependent modules of AnimGraph

Exception thrown while processing dependent modules of GraphEditor

Exception thrown while processing dependent modules of KismetWidgets

Exception thrown while processing dependent modules of BlueprintGraph

Exception thrown while processing dependent modules of KismetCompiler

Exception thrown while processing dependent modules of MovieSceneTools

Exception thrown while processing dependent modules of AssetTools

Exception thrown while processing dependent modules of TextureEditor

Exception thrown while processing dependent modules of MainFrame

Exception thrown while processing dependent modules of DeviceProfileEditor

Exception thrown while processing dependent modules of LevelEditor

Exception thrown while processing dependent modules of WebBrowser

Exception thrown while processing dependent modules of CEF3Utils

ERROR: Unable to instantiate instance of 'CEF3' object type from compiled assembly 'ProjectFileGeneratorModuleRules'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Directory 'ThirdParty/CEF3/cef_binary_3.1750.1805_macosx64/Release/locale' not found. at System.IO.Directory.ValidateDirectoryListing (System.String path, System.String searchPattern, System.Boolean& stop) [0x00000] in :0 at System.IO.Directory.GetFileSystemEntries (System.String path, System.String searchPattern, FileAttributes mask, FileAttributes attrs) [0x00000] in :0 at System.IO.Directory.GetFileSystemEntries (System.String path, System.String searchPattern) [0x00000] in :0 at CEF3..ctor (UnrealBuildTool.TargetInfo Target) [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (System.Reflection.MonoCMethod,object,object[],System.Exception&) at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at System.Reflection.MonoCMethod.DoInvoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in :0 at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in :0 at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in :0 at UnrealBuildTool.RulesCompiler.CreateModuleRules (System.String ModuleName, UnrealBuildTool.TargetInfo Target, System.String& ModuleFileName) [0x00000] in :0

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asked Mar 05 '15 at 01:22 AM in Installation & Setup

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devel.bmad
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avatar image devel.bmad Mar 05 '15 at 01:28 AM

by the way, the only required dependencies files I found are the ones from 4.5.1. May this be the problem?

avatar image devel.bmad Mar 05 '15 at 01:42 AM

Creating by hand ThirdParty/CEF3/cef_binary_3.1750.1805_macosx64/Release/locale fixes the generation of the Xcode project, but then compilation fails in Xcode with the following output:

..... LogMac:Error: appError called: Assertion failed: Assertion failed: HasFoundDataDirectory [File:/Users/xxxxxxxx/Desktop/UnrealEngine-4.7.2-release/Engine/Source/Runtime/Core/Private/Internationalization/ICUInternationalization.cpp] [Line: 118]

ICU data directory was not discovered:

../../../Engine/Programs/UnrealHeaderTool/Content/Internationalization

../../../Engine/Content/Internationalization

Error: Failed to generate code for UE4Editor - error code: 134 (134)

UnrealHeaderTool failed for target 'UE4Editor' (platform: Mac, module info: /Users/xxxxxx/Desktop/UnrealEngine-4.7.2-release/Engine/Intermediate/Build/Mac/UE4Editor/Debug/UnrealHeaderTool.manifest).

Command /Users/xxxxxxx/Desktop/UnrealEngine-4.7.2-release/Engine/Build/BatchFiles/Mac/Build.sh failed with exit code 134

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Hi devel.bmad,

The setup since 4.5 has changed. When you get source, you need to run Setup.command before running GenerateProjectFiles.command. XCode 6.1 actually works much better, and I'm not 100% certain whether earlier versions will work with 4.7.

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answered Mar 05 '15 at 01:46 AM

avatar image devel.bmad Mar 05 '15 at 03:07 PM

Thank you, fixed! You may want to update this page, the information reported is a bit outdated: https://docs.unrealengine.com/latest/INT/Programming/Development/BuildingUnrealEngine/index.html

By the way, after following that instructions what am I supposed to do? manually launch the editor from the engine/binaries/mac folder or move the files somewhere else? Also, should I build the editor in debug or not?

Finally, packaging my project for mac I had some issue because it couldn't find UE4Game, are there further instructions about how to complete the installation of the editor?

avatar image Ben Halliday STAFF Mar 05 '15 at 03:23 PM

I'll let the docs team know. It looks like that information was last checked for 4.5.

Once you've build the engine from source, you can launch from the binaries folder (or create a shortcut for your dock, which is what I normally do) or open up the engine in Xcode using the UE4.xcodeproj file and build/run through there. Some people prefer running in debug through Xcode, but generally if you don't need to run in debug, I'd use the binary for simplicity's sake.

I'm not certain about the packaging process not finding UE4Game... you should enter a new bug report for that so we can get the right people looking into it. Just give us as many details as you can. Thanks!

avatar image devel.bmad Mar 05 '15 at 06:59 PM

Once the editor is compiled, can I somehow clean the build files in Xcode to reduce the disk space used by the build? cleaning the whole project seems to prevent the editor to start correctly, is this normal?

avatar image Ben Halliday STAFF Mar 05 '15 at 10:06 PM

You can theoretically delete the Engine > Intermediate folder after building, though I've only barely tested that. I'm not sure what you mean by cleaning the whole project.

avatar image devel.bmad Mar 05 '15 at 11:03 PM

I mean through Xcode Product->Clean (in case there are temporary files no more necessary to the editor)

avatar image Ben Halliday STAFF Mar 05 '15 at 11:31 PM

I didn't have any trouble. Did you rebuild after using Clean?

avatar image devel.bmad Mar 05 '15 at 11:40 PM

I rebuilt and it worked again, but my objective was to reduce the disk size of the whole engine (building from code occupies 13GB vs 8GB of the binary engine, so I thought that cleaning the project would leave me with just the necessary executable and resources)

avatar image Ben Halliday STAFF Mar 05 '15 at 11:44 PM

Ah, rebuilding probably recreated all that. Okay, your best bet is to lose the stuff in the Intermediate folder, then, and stick with using the binary to launch. You can save your projects to an external drive, btw, if space on your SSD is a concern.

avatar image devel.bmad Mar 05 '15 at 11:53 PM

Exactly :-)

You can save your projects to an external drive -> which folder do you mean?

avatar image Ben Halliday STAFF Mar 05 '15 at 11:56 PM

Anywhere you choose. When you create a project, you can save it where you like, including an external drive. Might help save some space as the project grows or you work with more than one.

avatar image Ben Halliday STAFF Mar 05 '15 at 05:02 PM

It looks like we already have a task listed for that documentation page to get updated (UEDOC-836). We don't have a timeline for it yet, but it's something the docs team is aware of.

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