For the last couple of months, I have been unable to work on our project due to 4.10 seemingly being unable to generate, regenerate, or correct the XCode configuration, such that a compile can run to completion. On my project there are multiple issues. After adding a class, the makefile can’t be built by Rocket and the XCode Scheme that is built, no longer has the “Editor” scheme that used to be the only way one could work with unreal on a mac (hot reloads have not worked for many revisions now, and this was the only way around it).
After continuously rebuilding my project from the 4.9 version, rebuilding the XCode config from the services menu etc, I decided to start with a very simple project in hopes to narrow down the bugs to my project. I create a project based on the C++ FlightPawn class (from the engine), and after adding a class (completely empty, no custom code), it too would no longer compile.
I think something might be seriously wrong with the XCode configuration generated in 4.10.x.
I am falling back to 4.9 so I can get back to work. I would like to know if UE4 personnel could test using a C++ project, on a Mac, in XCode and can add a class and still have a compilable project. I also would like to know if it was intentional that only one scheme is now generated in XCode configuration.
EDIT TO RESPOND TO QUESTIONS BELOW:
I have been exclusively trying to add APawn without changes (totally generic). After adding it in it got this:
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 10.11
ERROR: Rocket: No modules found to build?
Command /Users/Shared/UnrealEngine/4.10/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5
It’s like it forgets where the entire source is residing. Doing a right-click->Services->Create XCode Project does nothing to change the situation. Curiously, once I reach this state with the project, it’s pretty much toast, the uproject file will then cease to open too. Like the entire config for the project goes south.
When I attempted to use the generic FlightPawn project, I got a different error message set after adding the class. It was as follows, but the results were the same otherwise:
Setting up Mono
Building FlightEditor...
Performing full C++ include scan (building a new target)
Creating makefile for FlightEditor (no existing makefile)
Compiling with MacOSX SDK 10.11
Generating dSYM file for UE4Editor-Flight.dylib - this will add some time to your build...
Deleting old hot reload file: "/Users/obscured/Documents/Unreal Projects/Flight/Binaries/Mac/UE4Editor-Flight-2666.dylib".
Deleting old hot reload file: "/Users/obscured/Documents/Unreal Projects/Flight/Binaries/Mac/UE4Editor-Flight-6497.dylib".
Performing 2 actions (14 in parallel)
[1/2] Link UE4Editor-Flight.dylib
clang: error: no such file or directory: '/Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor-Engine.dylib'
clang: error: no such file or directory: '/Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor-Core.dylib'
clang: error: no such file or directory: '/Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor-CoreUObject.dylib'
clang: error: no such file or directory: '/Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor-InputCore.dylib'
-------- End Detailed Actions Stats -----------------------------------------------------------
ERROR: UBT ERROR: Failed to produce item: /Users/obscured/Documents/Unreal Projects/Flight/Binaries/Mac/UE4Editor-Flight.dylib
Total build time: 28.88 seconds
Command /Users/Shared/UnrealEngine/4.10/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 5