Hi Ed –
Thank you for helping with this.
I think the most promising instructions I found were in the documentation at
Here are the steps I took:
I created a new C++ project without starter content, and only a light, sphere, and cube on a single level. Set the new level to be the default in settings>project settings>maps and modes.
I then went to Project Launcher, and created a Custom Launch Profile with the settings as indicated in the directions. Since I want to run this on a Mac, I selected “MacNoEditor” as the “Cooked Platform”.
When I launch the profile, it runs through and creates the following files in the “Releases” folder: AssetRegistry.bin and TestProject-MacNoEditor.pak.
Not sure what I need to do with those (if anything)… The instructions aren’t clear on that.
I also get a “MacNoEditor” package folder generated with an “Engine” folder and a “Test Project” folder. In TestProject>Binaries>Mac there is a Test-Project-Mac-Shipping file that will run the test game on my development computer and on another computer that has UE4 installed.
However, when copy the package to a different computer that does not have UE4 installed, and try to open it, I get the following error message:
Message
The global shader cache file ‘Volumes/MEDIA/MacNoEditor/Engine/GlobalShaderCache-SF_METAL_SM5.bin’ is missing.
Your Application is built to load COOKED content. No
COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader
platform(e.g., OpenGL under Windows): Make sure
your platform’s packaging settings include this
Targeted RHI.
Alternatively build and run the UNCOOKED version instead.
So that’s where I am stuck.
again - any guidance is most appreciated.
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