Unable to build project on OSX Cannot initialize a parameter of type const char* with an lvalue of type const wchar_t*

I am unable to build my project on OSX. This project builds fine under windows. I attempted to build this on three different Mac computers. iMac with 10.9.5 UE 4.8 and 4.9. Macbook Pro 10.10.2 and UE 4.9, and a MacPro with 10.10.3-10.10.5 and UE 4.8 and 4.9. Both from downloaded binary, and after building successfully from source from the github repo. All instances yield the same results below. Shell Script Invocation Error Cannot initialize a parameter of type ‘const char*’ with an lvalue of type ‘const wchar_t[size]’.

These errors all seem to stem from calls to the GENERATED_BODY() macro’s of my classes. There is one exception where I override HandleOpenCommand(), but even that looks fine to me. So I added a fake define #ifndef MYFAKEDEFINITION and stripped every class I have down to simply:

UCLASS()
class My_API classname : public base { GENERATED_BODY() }; as you can see here.

This has no effect on errors from the build tool. I also attempted to trash the intermediate and build folders, generate project files from scratch and build clean. Doing so gives random errors, says that the classname.generated.h header files are not found on include and does not produce the generated headers. It will also say then that MyProject_API is not defined etc, despite being in the projects macro definitions.

I am really at a loss here. There are absolutely no errors with this project on windows. I can delete the build files, clean, generate project files and build all configs in visual studio without issue. I am also more versed in xcode developing for iOS and OSX than I am for windows(I normally use MinGW for Win), but I cannot for the life of me understand the errors coming from the unreal build tool. They do not point to anything in my actual source. I am able to build from a blank template project generated on the Mac.

The only thing I had to modify for my project coming from windows was the module build for RakNet, which I have in Source/ThirdParty/RakNet.Build.cs I had to add an if Target.Platform matched mac like so:

using UnrealBuildTool;

public class RakNet : ModuleRules
{
public RakNet(TargetInfo Target)
{
Type = ModuleType.External;

     if (Target.Platform == UnrealTargetPlatform.Win64)
     {
         PublicIncludePaths.Add("C:/Dev/koala/ProjektKoala/ThirdParty/RakNet/Includes/");
         PublicLibraryPaths.Add("C:/Dev/koala/ProjektKtgoala/ThirdParty/RakNet/Lib/");
         PublicAdditionalLibraries.Add("C:/Dev/koala/ProjektKoala/ThirdParty/RakNet/Lib/RakNet_release_winx64.lib");										    
     }

    if (Target.Platform == UnrealTargetPlatform.Mac) {
        PublicIncludePaths.Add("/Development/koala/ProjektKoala/ThirdParty/RakNet/Includes/");
        PublicLibraryPaths.Add("/Development/koala/ProjektKoala/ThirdParty/RakNet/Lib/");
        PublicAdditionalLibraries.Add("/Development/koala/ProjektKoala/ThirdParty/RakNet/Lib/raknet_OSX_x86_64.a");
    }
 }

}

Failing to add the above resulted in simply the project being unable to file the headers for RakNet. Once found, it continues to build my source and produces the issues above. Any help would be greatly appreciated as I am out of ideas at this point.

Thanks,
Scott

I recently ran into the Cannot initialize a parameter of type errors and found that fixing other unrelated errors eventually made them go away.