When I download the github source, run
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
The Xcode project should be set up so that both Development and Shipping configurations can be built correctly and with the right names.
Sep 26 '15 at 05:08 PM
in Packaging & Deployment