How to rebuild UnreaBuildTool on Mac?
I'm using Mac and I'm going to generate CMakeLists.txt for CLion.
Here is fresh CMakefileGenerator.cs file on Github: https://github.com/Nihlus/UnrealEngine/blob/3d0f469b3a356bf83add2f6dc9f50ed36d76c78e/Engine/Source/Programs/UnrealBuildTool/System/CMakefileGenerator.cs one user reported that all works on his Mac fine with CLion.
But I can't figure out how to patch UBT. I've been scoping internet for hours but I didn't find reasonable answer.
Sorry for newbie question here, but how can I cook this new file CMakefileGenerator.cs ?
Do I need to use Mono(Xamarin Studio) ? Do I need to build UnrealBuildTool from Mono?
I've found this solution: https://letstryunreal.wordpress.com/2015/05/06/setting-up-cmake-environment/ I've build UnrealEngine from source code and the UnrealEditor runs from Xcode Production->Run
but I simply can not 'rebuild' UBT in Xamarin cause of the error:
I'm really struggling for a half of a day already.
And one more question: I've generated CMakeLists.txt file with command:
And I opened it with CLion and even intellisece worked fine BUT it underlined some errors which are unseen in Xcode. Particularly it underlines with red some errors in .h header files. Will it be the same after patch?
Thank you so much for help in advance!
So I've tried rebuild UBT with Xamarin Studio and Project Rider from JetBrains but it all seems doesn't work! Still I've got errors in all header files. The same thing in Qt Creator. Is that even possible to use CLion with unreal?
After asking around to be sure, I can confirm that we currently don't officially support CLion. I would suggest taking a look at the discussion about this on the forums as there are multiple users who are implementing their own support for the software.
Have a nice day!
answered Jul 12 '16 at 04:44 PM
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