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I’ve got our game to build on Windows, but on Mac it’s still a hard-stop. Pretty early in the cooking process too.

Below a copy of the manifest. Any help would be greatly appreciated!

Efraim

MainFrameActions: Packaging (Mac): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED /Users/TornadoTwins/Desktop/TT3/GameName/Binaries/Mac/TheBibleGame.app/Contents/MacOS/libfmodL.dylib was in manifest but was not produced.
MainFrameActions: Packaging (Mac):   at AutomationTool.UE4Build.AddBuildProductsFromManifest (System.String ManifestName) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.UE4Build.BuildWithUBT (System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, UnrealBuildTool.FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean Force
Unity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars, Nullable`
1 InChangelistNumberOverride, System.Collections.Generic.Dictionary`2 InTargetToManifest) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at Project.Build (AutomationTool.BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.BuildCommand.Execute () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.Automation.Execute (System.Collections.Generic.List`1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary`1 Commands) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.Automation.Process (System.String[] CommandLine) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac):   at AutomationTool.Program.Main () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (Mac): Domain_ProcessExit
MainFrameActions: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error
  • Efraim

    Just in case:
    FMOD Version: 1.08.07
    Engine Version: 4.12.5

  • Brett Paterson

    Hi have you tried the latest 1.08.08 that was released a few days ago?

  • Efraim

    I upgraded to 1.08.08 and that version does seem to work. It crunches through the FMOD plugin re-compile just fine. Thanks guys! Awesome.

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Best Answer
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Please get the newly released 1.08.08 and try again. I’ve had a look into this and there are some UE4 build issues with dynamic libraries for Mac which 1.08.08 works around.

  • Efraim

    I upgraded to 1.08.08 and that version does seem to work. It crunches through the FMOD plugin re-compile just fine. Thanks guys! Awesome.

  • Geoff Carlton

    Great, and thanks for confirming that it works.

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