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Building on Mac #13

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marioyc opened this issue May 30, 2016 · 3 comments
Open

Building on Mac #13

marioyc opened this issue May 30, 2016 · 3 comments

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@marioyc
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marioyc commented May 30, 2016

Some notes on how to do this in case someone needs it:

  1. It is necessary to change the "liblua.so" in ScriptPlugin.Build.cs to "liblua.dylib"
  2. The line "ln -sfT $TORCH_BIN/.. install" fails on Mac but removing the "T" argument seems to do it as well
  3. It seems like the "RenderCore" and "Slate" references are missing in UETorch.Build.cs
  4. There are problems when building with the last version of Xcode because the clang versions are not compatible, Xcode 6.4 works ok.
  5. In uetorch_activate.sh it was necesary to change "$(readlink -f $sourced)" by just "$sourced" since readlink returns an empty string if the argument is not a symbolic link.
@marioyc
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marioyc commented May 30, 2016

Also, I added the Slate dependencies to PublicDependencyModuleNames, but according to the docs they should be added to PrivateDependencyModuleNames.

@Buzzard0190
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Have you been able to get this to work with the version working on 4.12? I attempted to follow your steps and currently the only steps that applied are number 2 and 3 but only adding RenderCore. I do get an error on 3 if I add in Slate. Everything after that seems to run well until I get to the make at which point there is no make file to run. Any ideas on what I am missing?

@adamlerer
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No, sorry, I have not tried on Mac. You'll definitely need to fix a few things as @marioyc mentioned; if I get around to it I will try to add support so you don't need to make these changes.

Have you tried following the instructions for installing on Mac (https://github.com/EpicGames/UnrealEngine#mac) instead of using the Makefile?

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