Building PSUnreal on macOS: Difference between revisions

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   > brew install subversion
   > brew install subversion


* Get the sources from the Planeshift repository.
Get the sources from the Planeshift repository.
** Open a Terminal and go to you home directory with  
* Open a Terminal and go to you home directory with  
   > '''cd ~'''. We will build from there; adapt if needed.
   > '''cd ~'''. We will build from there; adapt if needed.


** Checkout the sources from the PS Unreal repository with:  
* Checkout the sources from the PS Unreal repository with:  
   > svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal
   > svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal


Line 74: Line 74:
   > gcc -shared -o Wordnet.so -fPIC *.c
   > gcc -shared -o Wordnet.so -fPIC *.c


* Build PS Unreal.
=== Build PS Unreal. ===
** Generate project files:
* Generate project files:
   > /Users/luke/UnrealEngine/GenerateProjectFiles.command -project="/Users/luke/PSUnreal/PSUnreal.uproject" -game -engine
   > /Users/luke/UnrealEngine/GenerateProjectFiles.command -project="/Users/luke/PSUnreal/PSUnreal.uproject" -game -engine
** Launch XCode and open PSUnreal.xcworkspace
 
* Launch XCode and open PSUnreal.xcworkspace
* Build with Product > Build menu item.

Revision as of 12:40, 22 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.bat. It generates the UE4.xcworkspace Xcode workspace.
  • Step 5: Compile Unreal Engine with Xcode.
    • Load the UE4.xcworkspace into Xcode.
    • 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 Homebrew and svn command line
 > /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install.sh)"
 > brew options subversion
 > brew 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 Wordnet
 > cd /Users/luke/PSUnreal/ThirdParty/Wordnet
 > gcc -shared -o Wordnet.so -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
  • Build with Product > Build menu item.