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 Cannot upload to App Store - url scheme invalid - Platform & Builds - Unreal Engine Forums)

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 Can build on 4.11 but not 4.12 (for Android) - Mobile - Unreal Engine Forums 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.

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.

Thanks,

.

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.

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