New Project will not compile on Mac OS 10.5.11 xcode 7.3

I created a new project using the latest version of UE 4.12 and I get a message after creating a new C++ project

Running Mono...

Setting up Mono
/Users/Shared/UnrealEngine/4.12/Engine /Users/Shared/UnrealEngine/4.12/Engine/Binaries/Mac
Compiling with MacOSX SDK 10.10
@progress push 5%
Parsing headers for GameEditor
  Running UnrealHeaderTool "/Users//Dropbox/dev/unreal/Game/Game.uproject" "/Users//Dropbox/dev/unreal/Game/Intermediate/Build/Mac/GameEditor/Development/GameEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for GameEditor in 3.5325363 seconds
@progress pop
Performing 6 actions (8 in parallel)
[1/6] Compile Game.h
In file included from /Users//Dropbox/dev/unreal/Game/Intermediate/Build/Mac/UE4Editor/Development/Game/Game.h:4:
In file included from /Users//Dropbox/dev/unreal/Game/Source/Game/Game.h:5:
In file included from Runtime/Engine/Public/Engine.h:9:
In file included from Runtime/Core/Public/Core.h:76:
Runtime/Core/Public/Delegates/Delegate.h:324:24: error: non-type template argument specializes a template parameter with dependent type 'T'
                        struct Inner<Dummy, ':', ':', Chars...>
                                            ^~~
Runtime/Core/Public/Delegates/Delegate.h:302:31: note: template parameter is declared here
                        template <bool Dummy, T... Chars>
                                                   ^
1 error generated.
ERROR: UBT ERROR: Failed to produce item: /Users//Dropbox/dev/unreal/Game/Binaries/Mac/UE4Editor-Game.dylib

If I open in XCode 7.3 and try to build the game that seems to work fine but if I try to run the game on my mac I run into the same problem. It can’t find or creat the .dylib

seems like I was able to fix this by removing everything Unreal Engine form the system and re-installing the latest Unreal Engine and also making sure that xcode 7.3 was the default xcode version I was using.

not sure if I just got a weird install or what but never the less it’s working.

I run into similar situations with any major change. Lately, if I get a failure such as that, I delete the intermediate directory and run a build from XCode to start the Editor. If that doesn’t fix it, I open the editor without having XCode open, and click the menu entry that says “Refresh code project” (it’s in the area where you can create a new class).

Be sure you select your project name in the scheme pulldown of XCode. I have seen it magically switch to the UE4 scheme which does not work. This seems to get reset incorrectly after adding a class, but it may have happened to me the other day by the “Build XCode Project” under Right Click → Services in Finder.

Lots of odd stuff happens since 4.10 and the change to how XCode projects are set up. Fortunately, though very annoying at the time, fiddling around eventually gets the compiles working again. So far, the most consistent action that seems to break the compiles, is to add a class to the C++ project.

The fix you describe was what I had to do. The actual problem was that I had originally set up UE under a different username on the system. Some components had permissions issues in the Shared folder. May not apply to why yours was broke, but I thought I’d mention it in case someone happens on this question.

Thanks so much for all the info @eagletree. I’m starting to wonder if development on the Mac is going to be enough of a pain that I should use Linux or Windows, however I’ve used OS X since it came out in the year 2000. I’d really like it if Epic would spend more time making development of Unreal powered games more smooth on the Mac.

Personally I get frustrated with xcode in general and would prefer to use something like CLion. I was reading some blog posts on how to get that setup and working and I may give that a try to see if some of these issues can go away or at least happen less.

Another problem I have with Xcode is it seems to try and “index” the project constantly and it uses a lot of CPU when doing so.

Yes, the indexing is irritating.

I was pretty angry about how fragile the UE4->XCode linkage seems to be, it’s gotten better in some ways (for example, now hot reload works most of the time, though I still stop the editor anytime I add a UFUNCTION or UPROPERTY), but it’s also become more fragile in others (particularly this problem I’ve seen when I add a class). It might be worth trying a Linux running in a virtual box, and see how it compares. On the other hand, the OS X build will be needed for distribution, so keeping up on it’s issues is of value.

Sharing solutions here on answers is probably the fast track to not wasting time when the issues hit.