4.10.x damages XCode config on adding new class

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

Hey -

I was able to create a 4.10 project that compiled in XCode as well as a 4.9 project that I converted to 4.10 and compiled successfully. Have you had the same compile issue in a new project with no additional content that was created in 4.9 and converted to 4.10? Additionally, can you try upgrading the project to 4.11 and let me know if you’re able to compile?

Cheers

, thanks very much for responding. I didn’t create the FlightPawn example under 4.9, rather I started it out in 4.10 and still had the same problem after adding a new class. I could create a different example in 4.9 and try converting then adding a class. I will try that today. I also am setting up a new pro today so can put 4.11 on it. I was waiting to hear on this question before testing with 4.11 as I didn’t see that there was any reference a problem like this. I’m also still running Yosemite 10.5.5 and XCode 7.1.1 on the system I’m normally doing UE stuff on. Perhaps that is the problem?

I forgot to comment that I too could convert a project and get it to compile, it would cease to be able to compile after adding a new class in the Editor and then trying to compile. Adding the class was always the issue it seems.

I added a new class based on actor to an otherwise blank project in 4.10.4 which still built successfully after adding the class. Can you post what the exact compile error is that you’re getting? Also, what class are you adding to the project and have you edited the class at all prior to compiling?

I inlined my response up in the original question since it was too many characters for a comment/reply.

Are you able to reproduce this in an empty project with only the new pawn class added? I am still not seeing any compile issue after adding a Pawn to the project. After adding the new class, let me know what the active scheme is. Make sure the active scheme is set to your project if it is not.

You asked about 4.11. I finally completed that download and converted the simpler FlightPawn project. It restored most of the functionality to that project. The uproject file now opens correctly, but when opening the xcworkspace, it shows the projecname.xcodeproj as the file under the scheme “UE4” and under the scheme “Flight” (the name of that project). I thought that rather suspicious since as I understand it, the .xcodeproj should not be referenced anywhere within the project now (and it doesn’t actually exist in that particular project since I never brought it up on 4.9 or prior). I’m reindexing and building the XCode side which will take awhile, but it still seems as if there is a residue of the old XCode config that is messing up newer versions of UE past 4.9. I’ll update if this project fully recovers itself. I have not tried the empty project suggestion so far, only so much time.

, I have found that if I convert into 4.11 and then never use the .xcworkspace file to open the project, things seem to work. I can add classes and such. In order to open from XCode, I have to use the intermediate/ProjectFiles/projname.xcodeproj and it loads and functions correctly. I was able to go back and trash the xc config again by closing editor and XCode, and opening using the xcworkspace file. Even so, if I use the intermediate…xcodeproj file, all will right itself and I am back in business. It’s a hack but it seems to work. I will now try my real project, the above was all with the trivial FlightPawn C++ project from unreal.