Difference between revisions of "Building PSUnreal on macOS"

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(Compiling Unreal Engine)
(Build PS Unreal.)
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* Step 5: Compile Unreal Engine with Xcode.
 
* Step 5: Compile Unreal Engine with Xcode.
 
** Load the '''UE4.xcworkspace''' into Xcode.
 
** Load the '''UE4.xcworkspace''' into Xcode.
 +
** Select the UE4 blue icon for the project on the left, and click on "Project Navigator" icon (looks like a folder icon)
 +
** Click on "Signing and Capabilities" and leave "Team" empty, "Sign to run locally"
 +
** Click on "Build Settings", search "Signing Identity", remove everything there by clicking on "Others" and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.
 
** Select the '''ShaderCompileWorker > My Mac''' target in the title bar, then build with '''Product > Build''' menu item.
 
** Select the '''ShaderCompileWorker > My Mac''' target in the title bar, then build with '''Product > Build''' menu item.
 
** Wait for the build to complete.
 
** Wait for the build to complete.
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* Launch XCode and open PSUnreal.xcworkspace
 
* Launch XCode and open PSUnreal.xcworkspace
 +
* Select the UE4 blue icon for the project on the left, and click on "Project Navigator" icon (looks like a folder icon)
 +
* Click on "Signing and Capabilities" and leave "Team" empty, "Sign to run locally"
 +
* Click on "Build Settings", search "Signing Identity", remove everything there by clicking on "Others" and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.
 
* Build with Product > Build menu item.
 
* Build with Product > Build menu item.

Revision as of 15:23, 23 May 2020

Reference docs

Compiling Unreal Engine

Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.

  • Step 3: Install the latest version of Xcode.
    • Install the latest version of Xcode.
  • Step 4: Prepare the Xcode workspace.
    • In the UnrealEngine directory, run the script Setup.command. It downloads 11.5GB of dependencies and may take a while.
    • At the same location, run the script GenerateProjectFiles.command. It generates the UE4.xcworkspace Xcode workspace.
  • Step 5: Compile Unreal Engine with Xcode.
    • Load the UE4.xcworkspace into Xcode.
    • Select the UE4 blue icon for the project on the left, and click on "Project Navigator" icon (looks like a folder icon)
    • Click on "Signing and Capabilities" and leave "Team" empty, "Sign to run locally"
    • Click on "Build Settings", search "Signing Identity", remove everything there by clicking on "Others" and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.
    • Select the ShaderCompileWorker > My Mac target in the title bar, then build with Product > Build menu item.
    • Wait for the build to complete.
    • Select the UE4 > My Mac target, and build again.
    • Compiling may take a long time, depending on your system specs.
    • After the compilation finishes, select the 'Product > Run' menu item to load the editor.
  • Step 6: set xcode tools
    • Open Xcode and go to Preferences>Locations and set the Command Line Tools or Unreal will give this error: "Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. "
  • Launch the Editor to test if it works
    • You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app

If you get this error:

 xcode command codesign failed with exit code 1 

You need to access the project settings and set the code signing.

Building PSUnreal

  • Create PSUnreal dir
 > cd \
 > mkdir PSUnreal
 > sudo port install subversion

Get the sources from the Planeshift repository.

  • Open a Terminal and go to you home directory with
 > cd ~. We will build from there; adapt if needed.
  • Checkout the sources from the PS Unreal repository with:
 > svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal
  • Build the MariaDB Connector from source.
    • Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls
    • Download the MariaDB Connector for C from https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz.
    • Expand the tar.gz in your home directory. From your terminal, cd ~/mariadb-connector-c-3.1.8-src, to go to the directory that contain the MariaDB Connector sources.
    • move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB
    • Generate the makefiles with cmake . .
    • Build and install the connector in your PSUnreal source tree with make all install.
  • Build Wordnet
 > cd /Users/luke/PSUnreal/ThirdParty/Wordnet
 > gcc -shared -o Wordnet.dylib -fPIC *.c

Build PS Unreal.

  • Generate project files:
 > /Users/luke/UnrealEngine/GenerateProjectFiles.command -project="/Users/luke/PSUnreal/PSUnreal.uproject" -game -engine
  • Launch XCode and open PSUnreal.xcworkspace
  • Select the UE4 blue icon for the project on the left, and click on "Project Navigator" icon (looks like a folder icon)
  • Click on "Signing and Capabilities" and leave "Team" empty, "Sign to run locally"
  • Click on "Build Settings", search "Signing Identity", remove everything there by clicking on "Others" and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.
  • Build with Product > Build menu item.