Build error in OSX, sort of

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?

Sorry - I forgot that this is a bug in pre 4.12 UE…

Do you mean that upgrading to 4.12 or greater resolves the problem?

Correct. It no longer occurred after updating to 4.12 or later. When doing other tutorials like UE’s ‘Game Ready AI’ there are some breaking changes in blueprint design, but you just need to find the new way to do things. In the end, the blueprint event map looks the same, but the ‘pins’ don’t match up between the two verisons

Yeah, there’s similar compiliation problems with Visual Studio and prior versions of Unreal to 4.12.5.

Yup - specifically, Visual Studio 2015, with update 2 or earlier, will work in older UE 4.10, but VS 2015 updates 3 and later will NOT work any longer. It’s so hard to find update 2 of VS 2015, that it’s easier to install 2013 if you must use an older UE version. You have to uninstall VS 2015 because of the way ‘defaults’ work with integrations

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