Is dedicated server building supported for Macs?

All the documentation, wiki entries (and the Shooter Game source) seem to exclude or ignore the Mac when it comes to building a dedicated server. The ShooterGameServer.Target.cs is ignored by the GenerateProject.sh script (as is any XXXGameServer.Target.cs file), and the Target files themselves either exclude UnrealTargetPlatform.Mac, or have it return an empty list.

Does this mean that building a dedicated server for the Mac is not supported or that the process is simply not documented and not automated?

Hey ,

To build a ShooterGame server and ShooterGame client, you’ll need to follow these directions:

  • Open UnrealFrontEnd
  • Creaet a new Custome Launch Profile configuration to:
  • Project = ShooterGame
  • Build = Checked
  • Build Configuration = Development
  • Build UAT = Checked
  • Cook = By the Book
  • Cooked Platforms = MacServer & MacNoEditor
  • Cooked Maps = Highrise, Sanctuary and ShooterEntry
  • Package = Package & Store Locally
  • Deploy = Do not Deploy
  • Select the back button in the top right of the Custom Launch Profile settings window
  • Launch the new Custom Launch Profile

To transfer ShooterGameClient to multiple computers, you’ll need to do the following:

  • Navigate to the ShooterGame project StagedBuilds folder
  • Copy the MacNoEditor folder to a flashdrive/network/etc
  • Copy the MacNoEditor folder from the flashdrive/network/etc onto a separate Mac computer

If you’d like to connect ShooterGameClient to ShooterGame Server, please follow these instructions:

  • Open a new terminal
  • Navigate to the ShooterGameServer.app on the first Mac machine
  • Enter 'open ’ into the terminal
  • Drag the ShooterGameServer.app into the terminal
  • Add ’ --args /game/maps/Highrise -log’ to the end of the command in the terminal
  • Press Enter inside the terminal to start the ShooterGameServer
  • Open a new terminal
  • Navigate to ShooterGame.app on two additional Mac computers
  • Enter 'open ’ into the terminal
  • Drag the ShooterGame.app into the terminal on both client computers
  • Add ’ --args -log’ to the end of the command in the terminal on both client computers
  • Press Enter inside the terminal to start the ShooterGame client on both client computers

Please make sure that the IPAddress used is the IP address of the host Mac computer that’s running the server.

If you have any further questions, please let us know. You should be able to set this up and run it on your Mac without any trouble.

Hmm… - I’ve tried these instructions twice with the current version of Shooter Game pulled down from the launcher. Both times, I got the same error when doing the build:

[Build Log Attached][1]

Any thoughts?

59748-projectlauncher.log (5.49 KB)

My bad, I figured it out. My project had gotten set back to using Rocket 9.1 instead of github build. It’s building now. :slight_smile:

Still no successful build, getting an error in packaging… trying to figure out what’s causing it. For some reason, I can’t get Xcode to generate UE4Editor.app, only UE4Editor-Mac-Debug.app and Package Launcher and Unreal Front End appear to have a reference to UE4Editor.app hardcoded somewhere. :frowning:

Do you have your most recent I could review?

The didn’t really have much in them, but Running from UFE instead of Project Launcher seems to have rectified it. Thanks!