Hi Guys,
I’m building from the source on OSX (Mavericks 10.9.2, Xcode 5.1, mac Pro 2013) and I can successfully build the editor and create a new empty c++ project.
However when I compile the project code in the debug scheme I get a crash when the editor runs :
/** Wrapper from int32 to uint64 */
void UEngine::AddOnScreenDebugMessage(int32 Key, float TimeToDisplay, FColor DisplayColor, const FString& DebugMessage)
{
if (bEnableOnScreenDebugMessages == true)
{
AddOnScreenDebugMessage( (uint64)Key, TimeToDisplay, DisplayColor, DebugMessage);
}
}
I get a EX_BAD_ACCESS (code=1) for the if statement check on bEnableOnScreenDebugMessages
In my project code I simply call AddOnScreenDebugMessage in the constructor of my custom PlayerController.
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Hello World"));
If I remove the debug message it compiles and runs…
Also when I First compiled my project code from within the editor, I received an error about missing dylib files see below :
CompilerResultsLog: Info clang: error: no such file or directory: '/UnrealEngine/Engine/Binaries/Mac/UE4Editor-Core-Mac-Debug.dylib'
CompilerResultsLog: Info clang: error: no such file or directory: '/UnrealEngine/Engine/Binaries/Mac/UE4Editor-CoreUObject-Mac-Debug.dylib'
CompilerResultsLog: Info clang: error: no such file or directory: '/UnrealEngine/Engine/Binaries/Mac/UE4Editor-Engine-Mac-Debug.dylib'
CompilerResultsLog: Info clang: error: no such file or directory: '/UnrealEngine/Engine/Binaries/Mac/UE4Editor-InputCore-Mac-Debug.dylib'
If I look inside the editor application package I can see the files, and if I copy them out of the app bundle and into the correct location I can compile from the editor.
Am I doing something wrong during the build process? or is something else happening here.
Thanks!