After doing a bit of refactoring, I now get a, seemingly, unrelated error when building:
The last step of the build output file in XCode reveals:
Setting up Mono
Building BuildingEscapeEditor…
Compiling game modules for hot reload
Performing 3 actions (8 in parallel)
[1/3] Compile Grabber.cpp
[2/3] Link UE4Editor-BuildingEscape-3312.dylib
[3/3] sh -c 'rm -rf “/Users/Robert/Documents/Unreal Projects/03_BuildingEscape/BuildingEscape/Binaries/Mac/UE4Editor-BuildingEscape-1501.dSYM”; "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/"dsymutil -f “/Users/Robert/Documents/Unreal Projects/03_BuildingEscape/BuildingEscape/Binaries/Mac/UE4Editor-BuildingEscape-1501.dylib” -o “/Users/Robert/Documents/Unreal Projects/03_BuildingEscape/BuildingEscape/Binaries/Mac/UE4Editor-BuildingEscape-1501.dSYM”'
error: cannot parse the debug map for “/Users/Robert/Documents/Unreal Projects/03_BuildingEscape/BuildingEscape/Binaries/Mac/UE4Editor-BuildingEscape-1501.dylib”: No such file or directory
Note that the build script’s third linking step is trying to delete a file name that doesn’t exist. Step 2 is linking a file named Link UE4Editor-BuildingEscape-3312.dylib. But the 3rd step is looking for what seems to be an earlier (initial?) iteration.
It looks like the number, 3312, is later than 1501, so it could very well be a dynamically created link file and number appended to it for the latest build. The script doesn’t seem to act on the files with the ‘dynamic’ nature of the number. The linked file always increases in number in subsequent builds, but the file it tries to delete is statically numbered. Seems like a build script template error.
@ben or others - How can I get the build script to be corrected?