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Cannot build on Mac - writing to system folder

So I've been having major issues getting my game packaged for iTunes.

I cannot build on PC because I have a plug-in and even though I have a blueprint-only project the plug-in invalidates it.

I pulled out the plug-in and tried to compile on pc, which Unreal said succeeded, but when I tried to upload iTunes said it was invalid.

When I tried to build on 4.11 one a mac (via MacInCloud) I get an error Access to the path “/Library/Logs/DiagnosticReports” is denied. When I contacted their answer was:

"Could you please contact Unreal support for this. The "/Library/Logs/DiagnosticReports" is not supposed to be written by any account other than system. Not even admin account has direct write access. Some setting is apparently not correct here . The log should be written to "~/Library/Logs/DiagnosticReports" instead of the root "/Library/Logs/DiagnosticReports". "

I can get it to compile in 4.12 on the mac but I get an error uploading to iTunes (see https://answers.unrealengine.com/questions/438367/cannot-upload-app-to-itunes-url-scheme-invalid.html)

and on a seperate topic, on 4.12 on pc I cannot compile to Android. Need to stay on 4.11 for android because of it (see https://answers.unrealengine.com/questions/431735/can-build-on-411-but-not-412-for-android.html which is marked resolved for some reason but is not).

So as of right now I can only build android in 4.11 and I cannot get a valid build for ios.

Product Version: UE 4.11
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asked Jun 21 '16 at 04:59 AM in Packaging & Deployment

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Spectral Ink
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Hi Spectal Ink,

On our Macs here, we routinely write to "/Library/Logs/DiagnosticReports" without issue... It may be different with the "via MacInCloud" workflow. Since your related post, Cannot upload to App Store - url scheme invalid has been resolved, I am concluding that this is a non-issue.

Let me know if you feel that this is still hindering your workflow and we will continue to investigate.


Steve H.

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answered Jun 22 '16 at 03:29 PM

avatar image Spectral Ink Jun 22 '16 at 04:00 PM

As I said, the solution to the problem is to upgrade. Then you can compile on a Mac. Unless you can't upgrade for some reason, then you're screwed, but for me on Mac that wasn't an issue.

avatar image Steve Hardister ♦♦ STAFF Jun 22 '16 at 07:23 PM

I'm closing this as resolved but am opening the Android issue you've linked above until we can come to a conclusive answer.

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