[Mac OSX 10.9.5] Xcode Compiler troubles: RocketBuild.sh exit code 5

Hi all

I’ve been trying to compile my project code in C++ but haven’t been able to do so. When I try to compile a clean Blueprint project (no C++ code added yet), I get the following error:

ExternalBuildToolExecution UE4Editor\ -\ Mac
cd /Users/Shared/UnrealEngine/4.9
export ACTION=
/Users/Shared/UnrealEngine/4.9/Engine/Build/BatchFiles/Mac/RocketBuild.sh UE4Editor macosx DebugGame

Setting up Mono
Building UE4Editor…
Creating makefile for UE4Editor (no existing makefile)
Performing full C++ include scan (no include cache file)
Compiling with MacOSX SDK 10.10
ERROR: Rocket: No modules found to build?
Command /Users/Shared/UnrealEngine/4.9/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5

As you can see, I have my build configuration settings set up correctly, to launch UE4Editor and target My Mac as the device:

58659-screen+shot+2015-09-13+at+12.03.17.png

This is a screenshot of the error in Xcode:

Yes, the SDK says it’s compiling for OSX 10.10 and I run OSX 10.9.5, but also with the compiler settings set to 10.9 I get the exact same crash, so I decided to flip it back to default (10.10).

Running Xcode version 6.2 (6C131e).

Could you help me resolve this, please?

Hey Shrooblord!

I had that same issue “RocketBuild.sh failed with exit code 5” in XCode.
It was solved by changing the “UE4Editor - Mac” build scheme to “YourProjectNameEditor - Mac” (in my case: “TwinStickEditor - Mac”). I hope that helps!

Cheers,

That’s not an option for me. If I click the UE4Editor - Mac build scheme, these are my only options:

61668-screen+shot+2015-10-07+at+13.24.58.png

As you can see, I can only pick from

  • UE4CmdLineRun
  • UE4Editor - Mac
  • UE4Game - iOS
  • UE4Game - Mac
  • UE4XcodeHelper

Running UE4Game - Mac (as that seems the most logical option given your suggestion) still results in an exit code 5 from RocketBuild.sh.

Creating a new scheme that runs UE4Editor - Mac but is named “MyProjectNameEditor - Mac” (assuming the name of my project is MyProjectName) still results in the same error.

Additionally, there’s this in the UE4Editor - Mac under Edit Schemes > Build:

It seems to be missing one of its targets…?

Did you try building the “UE4Game - Mac”? On this page: Compiling Game Projects in Unreal Engine Using C++ | Unreal Engine 5.1 Documentation

It reads in the bottom part, regarding XCode: “When building in Xcode, you are only compiling the game project, not the Editor.”

I forgot to mention that I’m on XCode 7.0.1, on OS X El Capitan (10.11) and Unreal Engine Version: 4.9.2-2707645+++depot+UE4-Releases+4.9

Edit: XCode version.

Hello,

I am having this issue as well. Is there a resolution?

Here is the full output text using Xcode ver 7.3

Building UE4Editor…
Performing full C++ include scan (building a new target)
Creating makefile for UE4Editor (no existing makefile)
Compiling with MacOSX SDK 10.11
ERROR: Rocket: No modules found to build?
Command /Users/Shared/UnrealEngine/4.10/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5

The error message might give a clue to the issue. I am already using the right build scheme (My Mac).

Hi , I haven’t had time to try jarnov’s latest response (see below), but I have meant to. Did his “Did you try building the “UE4Game - Mac”?” option not work for you? I wish to try this, still, when I have more time to pick up Unreal 4 again. (Wow, it’s been since October that he posted that? Where has the time gone…!)

Hi Shrooblord,

Thanks for your reply. I think I know what happened. My Xcode tool was set to build “UE4 - Mac” - which, I am guessing, tried to build the UE4 editor as well. I believe on Macs, you can only build the game. So when I changed it to build “Mygame - Mac”, I was able to build successfully. So 's answer - now that I am reading it more carefully! - is correct.