Mac Packaging: The map specified on the command line

Hello,

After completing a “successful package” according the Unreal Editor, I receive the message: “The map specified on the commandline ‘/Game/start’ could not be found. Exiting.” “Start” is the menu window for the beginning of my game, which works when I “launch” from within the editor.

What is the fix for this error? How can I ‘help’ the commandline find my “start?”

I have read through and tried many suggested attempts such as “having use single process enabled/disabled” and ran FixUp Redirects Commandlet. My “game default map” and “editor startup map” are set to the correct /Game/start which the commandline cannot find after packaging.

The project successfully packages for PC and I am in the process of packaging for Mac. However, I cannot get passed this commandline error in order to discover any other packaging bugs that may be present.

Thank you for your help with this Mac platform specific issue.

Hi landmark_111,

Here are some things to try:

  • Change name from generic “start” to “StartMenu”

  • In Project settings, make sure you have the renamed “StartMenu” selected as default/startup Map

  • Change start up map in your DefaultEditor.ini

  • Fix up redirectors in the Content folder in the Content Browser

  • When packaging, show Output Log (if unsuccessful) cut all contents of the Output Log, paste into a text doc and post here.

  • H.

Hi ,

Thank you for your response.

Unfortunately I am receiving the same notification when trying to open the packaged .app file.

However, I am not sure if I successfully changed my DefaultEditor.ini When I open this in terminal I get this response:

Last login: Wed Jul 13 23:48:36 on ttys000 ; exit; : line 1: [U: command not found : command not foundndorf/Desktop/Musee_06EN/Config/DefaultEditor.ini: line 3: : line 4: [E: command not found : line 6: tr: command not found : line 7: tr: command not found logout

[Process completed]

Could this be the source of my problems?

Attached is the Output Log. Hope pdf works! link text
link text

I also should mention that there is a lot of content and other features so the log is very long. This project does successfully package on PC - it is here on Mac that I am experiencing the problems.

Again - thank you for your response.

I meant to ask, is this a Blueprints only project or Blueprint and C++ project? If it contains C++ elements, it will need to be compiled through XCode.

Hi

It is through blueprints. Shouldn’t be any code other than what Unreal already provides. I have Xcode on my computer if it will work through using that?

Before trying XCode, delete the Config, Intermediate and Saved folders from the project folder and try to package for Mac again. If this doesn’t work then try generating XCode files and packaging from there.

Deleting the folders did not work. Also when attempting the Xcode generation I receive an error that my project does not have any source code. Which is correct - I did not add any C++.

I am also now having cook failures which did not happen before.
RunUAT ERROR: AutomationTool was unable to run successfully. I have a backup version from a few days ago in which I can start over fresh?

Attached is the log.
link text




After walking away from this problem - I deleted the folder and brought back the original folder that I had the problems with just before writing this ticket.

For some reason - beyond me - the build works. I don’t know if some directory got corrected within the backend of Unreal? Do you have any idea why this is. Because truthfully I don’t have a troubleshoot for this problem because it seemed like it started working like magic.

Hi landmark_111,

I’m glad to hear you were able to get your project to work. Unfortunately, I cannot say for certain what the initial problem was but it sounds like a file was corrupted in your original folder and was repaired/rebuilt when you restarted a copy. (It was my hope that deleting the Config, Intermediate and Saved folders would have taken care of this). Furthermore, this hypothesis is supported by the following line in your error log:

MainFrameActions: Packaging (Mac): CommandUtils.RunCommandlet: ERROR: Editor
terminated abnormally due to a segmentation fault

For now, that’s my best guess. Write back if you have any more issues with this build.

  • H.

Hi ,

I moved the project to another Mac, mostly because I wanted to see if this issue was really “resolved” for me.

Unfortunately on a different computer it does not work - same command line error. Do you have any more ideas upon why this command line error keeps occurring? This situation is making everything very unstable as I cannot rely on knowing if the package will work properly…A separate issue, which I know would need to be answered in a separate section, is that my Menu buttons seem to work on one computer and another. Which is not dissimilar from this packaging issue.

I am doing a package for Shipping and selecting “full rebuild.”

Hi ,

I do have another problem with this build, but it involves my menu blueprints no longer functioning.

While reading through UE4 I have seen your name answering questions that are similar but are not working. Any chance you could look at this question?

Thank you - from how it looks you have a lot of answers!

Is it possible to provide the PC version of your project? If so, please provide a link to your zipped project to me in a private message on our .

It appears like the issue lies with your DefaultEditor.ini becoming corrupted and may have been fixed when rebuilt on the Mac where it worked. I would suggest copying the Config folder from the “working” Project folder and replacing it on the Mac that you moved the project two. (Before replacing, make a backup of the Config folder, just in case.)

*NOTE: When re-opening this issue, the last few comments appear to be missing, including the link to the other issue you wanted me to look at. Please repost this if you still want me to look at that question. -Thanks.

Hi ,

The config replacement seemed to do the trick.

Here is my other question: