Hey folks,
We are running into an issue getting a UE4 plugin to properly compile in XCode. The plugin in question is open source and located here:
The issue is that our Build.cs file sets up Definitions and they don’t appear to get used by XCode during compilation. Specifically, doing something like this:
Definitions.AddRange(
new string[]
{
"GOOGLE_PROTOBUF_NO_RTTI",
"NDEBUG",
"GOOGLE_PROTOBUF_CMAKE_BUILD",
"PROTOBUF_INLINE_NOT_IN_HEADERS=0"
});
During compilation, I get errors showing that these defines are not being set prior to compilation. If I hardcode them, the errors go away. I do not have this issue on Windows/VS, only OSX and XCode.
Is there any voodoo / tribal knowledge I am missing here?