Source-built 4.8.1-release refuses to open my project (though it works fine on Windows). All I need to open the project for is packaging so I figured I would try from the command line.
I’m running this command:
/RunUAT.sh BuildCookRun -project="/Users/nicholashughes/Documents/Unreal Projects/KingOfKalimpong/KingOfKalimpong.uproject" -noP4 -platform=Mac -clientconfig=Development -serverconfig=Development -cook -allmaps -NoCompile -stage -pak -archive -archivedirectory="/Users/nicholashughes/Desktop/kalimpong-alpha-builds/0.8.5.1/"
I get this error:
BuildCommand.Execute: ERROR: BUILD FAILED Program.Main: ERROR: AutomationTool terminated with exception: Program.Main: ERROR: Exception in AutomationScripts.Automation: Missing /Users/nicholashughes/code/piinecone/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor executable. Needs to be built first. Stacktrace: at Project.Cook (AutomationTool.ProjectParams Params) [0x00000] in :0 at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in :0 at BuildCookRun.ExecuteBuild () [0x00000] in :0 at BuildCommand.Execute () [0x00000] in :0 Program.Main: ERROR: Missing /Users/nicholashughes/code/piinecone/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor executable. Needs to be built first.
I can see that there’s a UE4Editor-Mac-Debug, which fits the scheme definition. How do I generate the UE4Editor that the RunUAT command is looking for?
I need to use the source version because client builds packaged from the binary version of the editor can’t connect to dedicated servers built from the source version of the editor.