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[Mac OS X] Build default C++ project error

When trying to build a default template project, the following errors are displayed in XCode:

Building ExampleProject_1Editor... Compiling with Mac SDK 10.9 Parsing headers for ExampleProject_1Editor Code generation finished for ExampleProject_1Editor and took 7.517 ERROR: System.IO.FileNotFoundException: Could not load file or assembly 'System.Management, Version=, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. File name: 'System.Management, Version=, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' at UnrealBuildTool.UnrealBuildTool.ExecuteActions (System.Collections.Generic.List`1 ActionsToExecute, System.String& ExecutorName) [0x00000] in :0 at UnrealBuildTool.UnrealBuildTool.RunUBT (System.String[] Arguments) [0x00000] in :0 Cumulative action seconds (4 processors): 0.00 building projects, 0.00 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other UBT execution time: 17.47 seconds Command /Users/Shared/UnrealEngine/4.2/Engine/Build/BatchFiles/Mac/RocketBuild.sh failed with exit code 2

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asked Jul 09 '14 at 05:35 PM in Bug Reports

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avatar image ZeroEightSix STAFF Jul 09 '14 at 06:01 PM

Do you have Mono installed on your Mac? If you do, what version? You can check that by opening terminal and typing mono --version. Thanks.

avatar image bman Jul 10 '14 at 01:52 AM

I use mono: Mono JIT compiler version 3.2.6 ((no/9b58377 Thu Jan 16 17:49:56 EST 2014) Copyright (C) 2002-2012 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com TLS: normal SIGSEGV: altstack Notification: kqueue Architecture: x86 Disabled: none Misc: softdebug LLVM: yes(3.3svn-mono-(no/8bdedb5) GC: sgen

avatar image bman Jul 10 '14 at 07:02 AM

I update mono to 3.4.0, It works. Thank you.

avatar image ZeroEightSix STAFF Jul 10 '14 at 02:16 PM

Actually, 3.2.6 should work, but I'm glad you solve this by updating to latest.

avatar image hr_rabe Sep 10 '14 at 07:06 PM

So, does that mean, that we now need Mono to build a project on the Mac?

I appear to be experiencing the same error here. But, although I have a very old Mono install gathering dust somewhere on my system, I do not intend to use it.

Is there a way, to solve this without MonoDevelop?

avatar image ZeroEightSix STAFF Sep 10 '14 at 07:21 PM

Do you also have Mono 3.2.6? What OS X version do you use?

Mono 3.2.6 is the only version of Mono we've had no major problems with. By default UE4 uses the stripped down 3.2.6 build we bundle with the engine, unless user has 3.2.6 installed. What I think happened in bman's case was that his installed Mono was broken or somehow incompatible with UE4 (I would love to know what it was exactly) and when he updated to 3.4, the engine started using the bundled Mono, which worked OK.

avatar image hr_rabe Sep 10 '14 at 07:37 PM

...meaning, that I should be OK, if I simply delete the Mono I do have installed?

I am sorry, but I still don't quite get it... So UE is earching the system for a usable Mono and falls back to it's own bundled version, when it doesn't find one?

Can I somehow force it, to use it's own version?

Because I believe otherwise, there could be a problem with Unity, which I have also installed, and which brings it's own Version of Mono along. I just checked again, there is no other version of Mono on my System, than the one, comming with Unity3D.

Versionwise, we're talking UE 4.4.2 on a OsX 10.9.4 with XCode 5.1.1

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Yes, UE4 is searching system for usable Mono and only uses its own if it didn't find it. And yes, you should be OK if you uninstall Mono you have.


You can force UE to always use its own Mono by editing SetupMono.sh file in engine's Engine/Build/BatchFiles/Mac folder - comment out lines 15 and 16 with # character (like lines 17 an 18).

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answered Sep 10 '14 at 07:46 PM

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ZeroEightSix STAFF
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avatar image hr_rabe Sep 10 '14 at 07:51 PM

Thanks, for your time. Got it working now, by uninstalling mono.

avatar image ZeroEightSix STAFF Sep 10 '14 at 08:11 PM

No problem. Glad it's working now.

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