Attempting to build a local binary engine from a source engine will fail when iOS support is enabled in the setup process.
Command line argument (ran from Engine/Build/BatchFiles folder location):
RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="[EnginePath]\Engine\Build\InstalledEngineBuild.xml" -set:WithAndroid=true -set:WithIOS=true -set:WithMac=false -set:WithLinux=true -set:WithDDC=false
Result:
Build process fails with output provided in Callstack field
Expected:
Binary engine is built with iOS support available
*Local build Attempt*
BuildGraph.BuildAllNodes: ****** [4/16] Compile UnrealHeaderTool Mac BuildGraph.BuildAllNodes: TempStorage.ReadFileList: Reading local file list from D:\Builds\GitHub\4.15\4.1 5.1\Engine\Saved\BuildGraph\Update Version Files\Tag-Update Version Files.xml CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe D:/Bu ilds/GitHub/4.15/4.15.1/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.c sproj /verbosity:minimal /nologo /target:Rebuild /property:Configuration=Develop ment /property:Platform=AnyCPU MSBuild: DotNETUtilities -> D:\Builds\GitHub\4.15\4.15.1\Engine\Binaries\DotNE T\DotNETUtilities.dll MSBuild: UnrealBuildTool -> D:\Builds\GitHub\4.15\4.15.1\Engine\Binaries\DotNE T\UnrealBuildTool.exe CommandUtils.Run: Run: Took 1.059s to run MSBuild.exe, ExitCode=0 CommandUtils.Run: Run: D:\Builds\GitHub\4.15\4.15.1\Engine\Binaries\DotNET\Unrea lBuildTool.exe UnrealHeaderTool Mac Development -nobuilduht -precompile -noxge -NoHotReload UnrealBuildTool: Picking the default remote server UnrealBuildTool: Remote compiling requires a server name. Use the editor (Projec t Settings, IOS) to set up your remote compilation settings. UnrealBuildTool: Doing xcode-select --print-path UnrealBuildTool: ERROR: Failed to start local process for action ("Cannot start process because a file name has not been provided."): -o BatchMode=yes ${CURRE NT_USER}@ "cd \"/\" && xcode-select --print-path" CommandUtils.Run: Run: Took 1.711s to run UnrealBuildTool.exe, ExitCode=5 Node.Build: Failed to execute task. Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown) BUILD FAILED
*Reported Build Attempt*
BuildGraph.BuildAllNodes: ****** [4/16] Compile UnrealHeaderTool Mac BuildGraph.BuildAllNodes: TempStorage.ReadFileList: Reading local file list from C:\UE4\Engine\Saved\BuildGraph\Update Version Files\Tag-Update Version Files.xml CommandUtils.Run: Run: C:\Program Files (x86)\MSBuild\14.0\bin\MSBuild.exe C:/UE4/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj /verbosity:minimal /nologo /target:Rebuild /property:Configuration=Development /property:Platform=AnyCPU MSBuild: DotNETUtilities -> C:\UE4\Engine\Binaries\DotNET\DotNETUtilities.dll MSBuild: UnrealBuildTool -> C:\UE4\Engine\Binaries\DotNET\UnrealBuildTool.exe CommandUtils.Run: Run: Took 0.9766373s to run MSBuild.exe, ExitCode=0 CommandUtils.Run: Run: C:\UE4\Engine\Binaries\DotNET\UnrealBuildTool.exe UnrealHeaderTool Mac Development -nobuilduht -precompile -noxge -NoHotReload -ignorejunk UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Failed to connect to UnrealRemoteTool running on . UnrealBuildTool: Triggered an exception while looking for SDK directory in Xcode.app UnrealBuildTool: System.NullReferenceException: Object reference not set to an instance of an object. UnrealBuildTool: at UnrealBuildTool.AppleToolChainSettings.SelectSDK(String BaseSDKDir, String OSPrefix, String& PlatformSDKVersion, Boolean bVerbose) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\ToolChain\AppleToolChain.cs:line 94 UnrealBuildTool: ERROR: System.FormatException: Input string was not in a correct format. UnrealBuildTool: at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt) UnrealBuildTool: at System.Single.Parse(String s, IFormatProvider provider) UnrealBuildTool: at UnrealBuildTool.MacToolChainSettings..ctor(Boolean bVerbose) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Mac\MacToolChain.cs:line 62 UnrealBuildTool: at UnrealBuildTool.MacToolChain.<>c.<.cctor>b__49_0() in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Mac\MacToolChain.cs:line 73 UnrealBuildTool: at System.Lazy`1.CreateValue() UnrealBuildTool: at System.Lazy`1.LazyInitValue() UnrealBuildTool: at UnrealBuildTool.MacToolChain.get_Settings() in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Mac\MacToolChain.cs:line 77 UnrealBuildTool: at UnrealBuildTool.MacPlatform.ValidateTarget(TargetRules Target) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Mac\UEBuildMac.cs:line 106 UnrealBuildTool: at UnrealBuildTool.UEBuildTarget.CreateTarget(TargetDescriptor Desc, String[] Arguments, Boolean bCompilingSingleFile) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 844 UnrealBuildTool: at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile) in C:\UE4\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1274 CommandUtils.Run: Run: Took 13.258692s to run UnrealBuildTool.exe, ExitCode=5 Node.Build: Failed to execute task. Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown) BUILD FAILED
I am not able to find world outliner how to enable it?
Hey, why do i get this when i snap two similar meshes together?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
How does TextureRenderTarget2D get TArray<uint8> type data?
How does UMG set overlapping layouts?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44640 in the post.
3 |
Component | UE - Foundation - Core |
---|---|
Affects Versions | 4.15.2 |
Created | May 3, 2017 |
---|---|
Resolved | Aug 18, 2021 |
Updated | Jan 24, 2022 |