Opening UE4 project on Mac gives Blueprint errors

I develop the game on Windows. Then when I want to build the iOS version I sync the project to my Mac via Dropbox.

When I do this we first get compiler errors for C++. So I rebuild with Xcode and those errors go away. No big deal.

The big issue is, EVERY TIME I do this process I get many Blueprint compiler errors. The dumb part is they are all correct. I simply disconnect the error nodes, reconnect them then recompile each broken Blueprint. This is super annoying.

How can I make sure Blueprints and C++ don’t have to be recompiled when I open the project on Mac?

what error do you get?

The errors are always related to changes that were made in C++, ie TimeBetweenAttacks is now CooldownRate, etc. But remember, that these blueprints were already fixed/updated on Windows. It is like Mac is caching blueprints.

Here are some examples of errors that occur. To fix them, i literally have to disconnect and delete the nodes, then replace them with the EXACT same code that I already did on Windows.

Steps:

  1. Build features in game on Windows
  2. Dropbox syncs the game
  3. Open game on Mac
  4. Behold the errors

Yes, I have never been able to get into Unreal properly. Just the startup screen with the options for making a new project. I’m not sure what a blueprint project is, but I just tried starting that up and it seems to load fine tellsubway. I then tried creating a new C++ project and ran into the same error.

Yes, I have never been able to get into Unreal properly. Just the startup screen with the options for making a new project. I’m not sure what a blueprint project is, but I just tried starting that up and it seems to load fine. I then tried creating a new C++ project and ran into the same error.

Yes, I have never been able to get into Unreal properly. Just the startup screen with the options for making a new project. I’m not sure what a blueprint project is, but I just tried starting that up and it seems to load fine. I then tried creating a new C++ project and ran into the same error.

Hi,

if you created a project on windows, you have to recompile again on MacOS.
In the project folder notice the folders named “Binaries”, “Build”, “Intermediate” and “Saved” contain platform specific content and should not be copied from Windows to MacOS.

Those folder could be even deleted, as the unreal editor will always recreate these when opening the project. They are also ignored in source control for that reason. Copying them from on system to another can cause issues, as the editor assumes some files are already compiled, even though these should be re-compiled on the new system.
Dropbox can be told to ignore specific folders.

The most elegant way to move a project is to use the editor via File → Package Project → Zip Up Project.
It will save a zip file with your project and all assets. It is much smaller than the total project folder with all it’s temporary compiled files for windows, which mac os cannot use anyway.

Unzip on MacOS, open the project and you should get not problems anymore.