Difference between revisions of "Building PSUnreal on macOS"
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* Step 3: Install the latest version of Xcode. | * Step 3: Install the latest version of Xcode. | ||
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode]. | ** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode]. | ||
** Install the Command Line Tools by running '''xcode-select --install''' from a Terminal. | |||
* Step 4: Prepare the Xcode workspace. | * Step 4: Prepare the Xcode workspace. |
Revision as of 08:45, 24 May 2020
Reference docs
- Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html
- Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md
Compiling Unreal Engine
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.
- Step 1: Get access to the Unreal Engine source code.
- You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)
- You must have a GitHub account (if not, open an account there: https://github.com)
- Have associated your GitHub account with your Unreal Engine account as described on the UE4 on GitHub page.
- At this point you should be able to access the Unreal Engine repository on GitHub.
- Step 2: Get the Unreal Engine source code.
- Get the source code with: git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git.
- This will create an "Unreal Engine" sub-directory where you run the command.
- Step 3: Install the latest version of Xcode.
- Install the latest version of Xcode.
- Install the Command Line Tools by running xcode-select --install from a Terminal.
- 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
- Install macports and svn command line
- Install macports: Download https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg
> 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.