Running UE4 Editor from source code on Mac OS X

I try to run UE4 from source code on a Mac. I followed the instructions on the github site: https://github.com/EpicGames/UnrealEngine

Everything works until the point where I need to build the editor. I selected UE4Editor - Mac → My Mac and clicked on Product->Build

Unfortunately I get the following error:

UE4Editor - Mac Group
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:277:7: ‘this’ pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:296:7: ‘this’ pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBaseUtility.cpp
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBaseUtility.cpp:73:6: ‘this’ pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp:495:6: ‘this’ pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true
~/github/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp:1015:7: ‘this’ pointer cannot be null in well-defined C++ code; pointer may be assumed to always convert to true

I am using a Hackintosh (Macintosh for PC):
OS X Yosemite Version 10.10
Intel Core i5
8GB RAM
Nvidia GeForce GTX 760 2048 MB

Xcode Version 6.3.1 (6D1002)

Hello Xazen,

Since you are using an unofficial and unsupported operating system the problem could be there. Have you ever been able to build the engine from source using the set up you have in any previous engine versions?

Thank you,

Hello Andrew,

thanks for the response. This was the first time I tried it with this set up.

You can use #pragma clang diagnostic ignored “-Wundefined-bool-conversion” to disable this (good place is CoreUObjectPrivate.h). I haven’t found how to do this through UE4 generated xcode project though.