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"

How can I get the source-built editor to launch an existing project on OsX?


On OsX I have:

  • Successfully setup tested and run an example c++ project.

  • Successfully built unreal engine from source and run the project browser in debug mode from Xcode

However, I have not been able to use the source-built editor to open and edit an existing c++ project.

  • When I launch the source-built editor, it displays the project browser.

  • When I select the existing project, it closes, relaunches and fails with the message:

"The game module 'InsectOS' could not be found. Please ensure that this module exists and that it is compiled."

How can I get the source-built editor to launch an existing project?

Product Version: Not Selected
more ▼

asked Apr 22 '14 at 09:06 PM in C++ Programming

avatar image

26 1 5

avatar image quiasmo Apr 23 '14 at 01:08 AM

So I tried doing what is shown in this Q&A:


I run from the source built editor with the commandline arguments set, and I get this in the log:

Found module file ../../../../../Documents/Unreal Projects/InsectOS/Binaries/Mac/UE4Editor-InsectOS.dylib (version 4 0 0 2034640), but it was incompatible with the current engine version (4 0 0 0). This is likely a stale module that must be recompiled.

I've checked that I'm building the 4.0 git branch which is allegedly 4.0.2 ... so yeah. what am I missing?

avatar image emandrawkcab Apr 23 '14 at 01:14 AM

I don't think that the 4.0 branch is "allegedly 4.0.2." Have you tried building from the source on the releases page (https://github.com/EpicGames/UnrealEngine/releases) instead?

avatar image quiasmo Apr 23 '14 at 02:59 AM

Well, git branch 4.0 is actually 4.0.2 at the revision I'm working, which is dd06b2 and is tagged as 4.0.2-release. https://github.com/EpicGames/UnrealEngine/tags

 juan@Max:~/Dev/UnrealEngine$ git branch -v -a
 * 4.0                   dd065b2 Engine source for 4.0.2 (4.0 branch up to CL 2034640)
   remotes/origin/4.0    dd065b2 Engine source for 4.0.2 (4.0 branch up to CL 2034640)
   remotes/origin/HEAD   -> origin/4.0
   remotes/origin/master db494a6 Engine source (Main branch up to CL 2037954)

So I looked at Engine/Source/Runtime/Launch/Resources/Version.h where version numbers are defined, and set ENGINE_VERSION to 2034640 and got it working.

I guess there is some logic to this: I am building a custom version of the engine so projects built for other engines shouldn't work with the git stock version.

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

1 answer: sort voted first

So a quick way to get things working is to edit Engine/Source/Runtime/Launch/Resources/Version.h and set ENGINE_VERSION to whatever the current branch is..

I would guess this isn't very clean since you will be modifying the engine altogether.. It makes sense to build the engine, launch a browser and create the new project from the custom built engine, with your own ENGINE_VERSION numbering there.

more ▼

answered Apr 23 '14 at 03:05 AM

avatar image

26 1 5

avatar image ZeroEightSix STAFF Apr 24 '14 at 01:03 PM
  1. will include some tools to make this easier, but for now you can try this:

    • select your .uproject file in Finder, right click on it and select Get Info

    • in "Open with" area of the info window select the editor you built as an app to open this file (do not use "Change All" button, though)

    • right click on .uproject file again and select Generate Xcode Files (may be in Services submenu)

This should update your Xcode project to make it compatible with your build from GitHub. When you open it and build Editor target, you should be all set.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

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

Answers to this question