Build lighting stuck at 0%. OSX dylib naming confusion

I’m affected by this (forum link) building lightning problem where it’s not going any further than 0% if compiled from source. The binaries downloaded from the launcher work with no problems. Switching scheme from development to debug changes nothing. 4.0.2 didn’t change anything either. This related question calls the firewall as cause for same problem but even if I turn it off it still doesn’t work.


I don’t even see the process UnrealLightmass starting up. If I try doing it manually I get:

dyld: Library not loaded: @executable_path/../../Plugins/Messaging/UdpMessaging/Binaries/Mac/UnrealLightmass-UdpMessaging.dylib
  Referenced from: /Users/felix/Frameworks/UnrealEngine/Engine/Binaries/Mac/./UnrealLightmass
  Reason: image not found

In this said folder there is UE4Editor-UdpMessaging.dylib instead of UnrealLightmass-UdpMessaging.dylib. Creating a link to this with the right name and starting it again results in UdpMessaging.dylib not finding UE4Editor-Core.dylib because in @executable_path it is actually called UnrealLightmass-Core.dylib. Same with -CoreUObject, -DerivedDataCache and the rest.


So how to get the build system to produce this UdpMessaging plugin dylib with UnrealLightmass prefix instead of UE4Editor?

UdpMessaging plugin dylib should be built and put to the correct folder (plugin’s Binaries/Mac) when you build UnrealLightmass target in Xcode.

Now this was an easy fix. Somehow I thought the UnrealLightmass target is integrated inside the UE4Editor target. Anyways, real pleasant response time. Thanks very much.

As Michael commented above, I just needed to build UnrealLightmass target in Xcode and everything is working now.

I’ve come across this same issue with 4.6 on OS X Yosemite. Running Setup.command pulls in Engine\Plugins\Messaging/UdpMessaging/Binaries/Mac/UnrealLightmass-UdpMessaging.dylib but I still get/got

dyld: Library not loaded: @rpath/UnrealLightmass-UdpMessaging.dylib Referenced from: /Users/larry/UE4/UnrealEngine/Engine/Binaries/Mac/../Mac/UnrealLightmass Reason: image not found

I tried rebuilding the engine a number of times in debug and the issue persisted but after rebuilding lightmass in release (Product > Build For > Profiling in XCode) I got a new UnrealLightmass-UdpMessaging.dylib (and some additional dylibs within the Mac binaries directory) and it fixed my light building issue.

Running Setup.command after the build asks to overwrite my newly built files

Engine/Binaries/Mac/UnrealLightmass

Engine/Binaries/Mac/UnrealLightmass-Core.dylib

Engine/Binaries/Mac/UnrealLightmass-CoreUObject.dylib

Engine/Binaries/Mac/UnrealLightmass-DerivedDataCache.dylib

Engine/Binaries/Mac/UnrealLightmass-Json.dylib

Engine/Binaries/Mac/UnrealLightmass-Messaging.dylib

Engine/Binaries/Mac/UnrealLightmass-Networking.dylib

Engine/Binaries/Mac/UnrealLightmass-Projects.dylib

Engine/Binaries/Mac/UnrealLightmass-SandboxFile.dylib

Engine/Binaries/Mac/UnrealLightmass-Serialization.dylib

Engine/Binaries/Mac/UnrealLightmass-Sockets.dylib

Engine/Binaries/Mac/UnrealLightmass-SwarmInterface.dylib

Engine/Plugins/Messaging/UdpMessaging/Binaries/Mac/UnrealLightmass-UdpMessaging.dylib

My take is that the downloaded binaries are broken but I seem to be the only one having this issue with 4.6 on Yosemite.

Did you try the solution below, “build UnrealLightmass target in Xcode?”