[Mac] Cannot open project in source-built 4.8.1 editor

  1. Project is versioned with git; codebase is identical across osx and windows machines
  2. Can open, edit, package, and cross compile + package project from win64 source-built editor (4.8.1-release SHA)
  3. Can open project on Mac with 4.8.1 binary editor (however, packaged builds from the binary editor cannot connect to dedicated servers built from the source-built engine)
  4. Attempting to open the project with a source-built version of the 4.8.1 editor on Mac crashes at 95%

Here’s the engine log from within xcode while attempting to run: 4.8.1 crash · GitHub

Here’s a screenshot of the breakpoint that gets hit at 95%: http://i.imgur.com/WOQAAul.jpg

Not sure what could be different between the binary and source-built versions of the engine on Mac such that the former can open the project and the latter can’t. Maybe there is some additional executable I need to build? It’s worth noting that this project worked on a 4.7.6 source build on Mac. I reinstalled from source a few times to ensure I was operating cleanly.

The only reason I need to open the project in the source-built editor on Mac is so I can package for Mac. If there is a way to package from the command line on Mac I can do that too.

If you find yourself here because you need to package a Mac build and want to do it from the command line, you can use the RunUAT.command script found in /Engine/Build/BatchFiles. Run ./RunUAT.command -help to get started, and then for packaging-specific help, run ./RunUAT.command -help BuildCookRun.

Hi piinecone,

Leaving this message here to let you know that I’m looking into this issue at the moment. I have no information to provide as of yet, but I hope to find something out as soon as possible.

I want to confirm, is this project that you’re having issues opening with your Github version of 4.8.1 for Mac a project that was originally created on a Windows machine? If this is the case, you have no issues opening new projects or any other projects created on the Mac itself, correct?

It was originally created on Mac, back in August 2014. I have been able to open it on both Windows and Mac machines with every github engine build since then, until now. (I only discovered the RunUAT command after finding that source-built 4.8.1 couldn’t open my project).

Unfortunately I’m having issues getting this to reproduce as I’m having no problems opening existing projects in a GitHub version of 4.8.1, even if the project is moved to a windows machine, edited there, and moved back. Would it be possible that this is something that happened with various conversions as this project is around 10 months old? If so, can you attempt migrating the content and code to a project created newly in 4.8.1 and see if the issue still occurs?

Hi piinecone,

We haven’t heard from you in a while. Are you still experiencing this issue? If so, have you had a chance to attempt migrating your content and code to a new project so that you can see if this problem stems from the conversions your previous project went through? I’ll be marking this as resolved in the meantime for tracking purposes but please feel free to respond and we’ll continue investigating the problem.

Hey @, sorry for my delay, I’ve been occupied with other things for the past few weeks.

I shipped another build yesterday and encountered similar issues building for Mac. I was able to migrate content and source to a new project by the same name, which compelled me to dig further into what must be different between the two. I ended up taking the following steps to get the project to open in a source built editor for OS X:

  1. clear out the cache, saved, and intermediate directories
  2. right click on the project file and ensure the engine version is set correctly and regenerate the xcodeproj file
  3. fix any and all load errors (I foolishly had two native audio components scoped to protected and attempting to load the map on which their blueprints existed would crash the editor, curiously only on Mac)
  4. fix all map check errors (had to rely on the weird “rename the project folder twice” technique referenced in other answerhub posts since the map errors weren’t legitimate)
  5. reset the default game mode settings for maps and mess with the config files to determine which editor startup maps cause the engine to crash on load

So I think there was a confluence of issues, primarily map related, though ultimately strange since I didn’t actually have to change anything in the crash-causing maps in the end and both windows and linux builds were unaffected.

If you’re curious or want a repro case, I can give you github access to my project and the right SHA to checkout to cause the Mac crashes. It might be worth taking a look at the one map that reliably crashed to see if there’s anything in there that should be avoided. The best part is that it’s a lobby, it’s not even a real level!