Installing ue4 on mac from source code

i try to install ue4 on my mac
i have to file that could be running throu terminal
setup.command and GenerateProjectFiles.command
and after i ran this files i get the following errors :

Last login: Sat Jan 2 01:20:50 on ttys000
Masouds-MacBook-Pro:~ Masoud$ /Users/Masoud/Desktop/unreal/engine/GenerateProjectFiles.command ; exit;

Setting up Unreal Engine 4 project files…

Setting up Mono
Cannot open assembly ‘/Users/Masoud/Desktop/unreal/engine/Engine/Build/BatchFiles/Mac/…/…/…/Binaries/ThirdParty/Mono/Mac/lib/mono/xbuild/12.0/bin/xbuild.exe’: No such file or directory.
UnrealBuildTool Exception: System.IO.FileNotFoundException: Could not load file or assembly ‘System.Xml.Linq, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089’ or one of its dependencies.
File name: ‘System.Xml.Linq, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089’
at UnrealBuildTool.UnrealBuildTool.Main (System.String[] Arguments) [0x00000] in :0
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i ran the same source code on windows 7 using vs2013 and it’s working just fine

Hey masoudx7,

You mention you went through the correct steps, but you also mention the use of the terminal. There is a different process when using strictly the terminal.app versus simply running the Setup.command and the GenerateProjectFiles.command.

Would you mind following along with the steps written on GitHub when compiling source code for Macs, and let me know which step you encounter an error?

I just followed the steps myself and did not have any trouble opening up the UE4.xcworkspace in Xcode. The steps mention using the latest version of Xcode which is 7.2, but I was able to build the engine using 7.1.1 just fine.

It is usually a good idea to remain up to date anyway, so if you are behind version 7.1.1 I would go ahead and update. On that note, we have moved on to support Visual Studio 2015 as well.

One thing to try for you issue, is to re-download the source zip folder from GitHub, and extract it to your desktop. Then run the commands from there to see if that works.

If you have questions or get stuck let me know.

Cheers,

I ran into the same issue when tying to compile ShaderCompileWorker. My mistake was running ./Setup.sh from the terminal ( I ignored the other files, as I didn’t know you could run .command files). Reading AndrewHurley’s post more carefully I noticed the difference and ran the Setup.command from within finder ( by doubleclicking ) and that works.

this is probably going to sound silly - but i opened the setup.command and did the generateprojectfiles.comand - but i cant find the UE4.xcworkspace file to load into xcode

this is probably going to sound silly - but i opened the setup.command and did the generateprojectfiles.comand - but i cant find the UE4.xcworkspace file to load into xcode - can you help me out here at all?

Have you read over the post I provided above, to make sure you are following the correct steps in case you are using a GitHub source build?

Would you happen to be able to walk me through your process, so I can see maybe where you are going wrong?

Cheers,