x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

[Closed] Building UE4Editor with Shipping config using Xcode from github source errors

When I download the github source, run setup.command and Generate Project Files.command, and then build, all the schemes are set up to use Development configuration. Running Archive does not generate a final shipping version of the app for the currently selected scheme as you would expect.

If I manually change the UE4Editor - Mac scheme (or duplicate it and change the duplicate) to use the Shipping configuration, instead, the build fails while compiling SLevelViewport.cpp on line 3359

    /Users/jeff/dev/UnrealEngine/Engine/Source/Editor/LevelEditor/Private/SLevelViewport.cpp:3359:69: error: no member named 'GetExecBind' in 'UPlayerInput'

This is probably a simple configuration issue, since the UBT is able to build UE4Editor.app in shipping configuration. Also, the way Xcode is configured by the Generate Project Files command, it actually keeps building and generates the app, but the app doesn't work.

It also doesn't build an App called UE4Editor.app, it builds an app called UE4Editor-Mac-Shipping.app. This can be overridden in the Build Settings easily enough. The Generate Project Files command should set the name for shipping configuration automatically. Using the "-Mac-Shipping" name causes issues and unnecessarily long build times. When building using UFE, it will kick off a complete build of the engine if it doesn't see an app called UE4Editor.app. Also, Project Launcher from within UE4Editor-Mac-Shipping.app will actually look for an app called UE4Editor.app and fail during packaging.

If, however, I create Unreal Frontend-Debug-Mac.app and use that to kick off a build of a project, it will do a full build of the engine, creating UE4Editor.app.

The Xcode project should be set up so that both Development and Shipping configurations can be built correctly and with the right names.

Product Version: UE 4.9
Tags:
more ▼

asked Sep 26 '15 at 05:08 PM in Packaging & Deployment

avatar image

Kneebiter
291 15 26 44

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The question has been closed Mar 29 '16 at 02:47 PM by Samantha Sutton for the following reason:

Issue is now outdated. If you are still experiencing this issue, please make a new post for assistance. Thanks!


0 answers: sort voted first

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question