Can't compile from the Editor

I converted a Project from 4.13 to 4.15 preview 1, downloaded from the Epic Games Launcher, and to Github promoted brach too (4.16) in two separates folders.

I’m able to generate XCode project (I’m on mac) and run it too. The project runs fine in the level viewport inside the editor but when i compile it from within the editor I get this exceptions in both versions 4.15 and promoted:

Info   at System.TypeInitializationException..ctor (string,System.Exception) <0x00022>
Info   at (wrapper runtime-invoke) <Module>.runtime_invoke_void__this___object_object (object,intptr,intptr,intptr) <0xffffffff>
Info   at <unknown> <0xffffffff>

Full log: Info Info Running Mono...Info Info Setting up MonoInfo ~/UnrealEngine/Un - Pastebin.com

I also tried to download 4.14.3 from Github, compile the engine and convert the project, same result!
Building and running from XCode everything run smoothly in the viewport, I have this error only when compiling from the editor.

This appears to be (perhaps) related to these unresolved cases:

EDIT: Same error trying to compile a new empty project too!
I’m on MacOS Sierra 10.12.2.

Hi Lju,

I tried creating a new 4.15 code project on a Mac and didn’t run into any problems when I clicked the compile button in the Editor. You mentioned that you were able to reproduce this in a new project. What template did you use, and what were the exact steps that you followed from when you created the project to where the exceptions that you mentioned occurred?

cd /Users/zeus/UnrealEngine
git clone git@github.com:EpicGames/UnrealEngine.git --branch 4.15 UnrealEngine-4.15
cd UnrealEngine-4.15
./Setup.command
./GenerateProjectFiles.command
open UE4.xcworkspace

Then clicked on Product->Run, after 28 minutes it ran just to stumble in this exception at 35% of the loading splash:

Fatal error: [File:/Users/zeus/UnrealEngine/UnrealEngine-4.15/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1523] 
Couldn't launch /Users/zeus/UnrealEngine/UnrealEngine-4.15/Engine/Binaries/Mac/ShaderCompileWorker! Make sure the file is in your binaries folder.
UE4Editor-Engine.dylib was compiled with optimization - stepping may behave oddly; variables may not be available.

I encounter this exception since several versions, I don’t remember exactly which one. All I have to do to fix it is to build “ShaderCompileWorker” first and then run again “UE4”.

New Project → C++ → Basic Code → Desktop / Console, Maximum Quality, No Starter Content → Create Project

And… that’s it:
https://s24.postimg.org/5d6pebadx/Screen_Shot_2017_01_26_at_22_28_37.jpg

No relevant error in System Log. When UE4Editor opens, the ram settle to about 1,5G. After this error it starts raising with the pace of 10MB/s until I have to force quit the Editor.

Thank you very much.
Lju

Today I tried the same exact steps on my MacBook with MacOS Sierra 10.12.1: sadly same result!

Any news? I’m still experiencing the issue on multiple devices, both 4.15preview3 and 4.16 promoted.

I have not yet been able to reproduce this issue on one of our Macs. Creating a project using one of the 4.15 Preview builds in the same way that you outlined above works fine for me. I have not yet tried using the Promoted branch. I’ll give that a try and see what happens.

The Promoted branch also worked fine for me. I followed the steps that you outlined above, including not immediately building the ShaderCompileWorker, and when I created a new code project it created the project as expected and opened it in Xcode for me to build. I’m not sure what detail of the setup I am missing.

Looks like the release version of 4.15 has solved it! I can create projects and compile within the editor. Still I have a new error on 4.16 promoted branch when compiling from Xcode:

Thanks.

UPDATE: I was able to build the Editor with older version of Xcode, looks like this error is limited to the newest Xcode beta version which is Xcode 8.3 beta 3. Anyway still the same OP error in promoted but I guess it’ll be fixed when merged with 4.15 branch commits…

Hi Lju,

That would explain why I was not seeing this issue. We do not use the beta versions of Xcode internally, and do not officially support the beta versions with the Engine. That means that there will always be the potential for issues appearing if you are using a beta version of Xcode.