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	<updated>2026-04-06T19:58:08Z</updated>
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	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23489</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23489"/>
		<updated>2020-07-19T09:43:20Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Obtaining PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
== Building dependencies ==&lt;br /&gt;
&lt;br /&gt;
=== MariaDB connector ===&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Wordnet ===&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== libzip ===&lt;br /&gt;
&lt;br /&gt;
* Obtain https://libzip.org with:&lt;br /&gt;
  &amp;gt; git clone git@github.com:nih-at/libzip.git&lt;br /&gt;
* In the newly created &#039;&#039;&#039;libzip&#039;&#039;&#039; directory, create a &#039;&#039;&#039;build&#039;&#039;&#039; sub-directory.&lt;br /&gt;
  &amp;gt; cd libzip&lt;br /&gt;
  &amp;gt; mkdir build&lt;br /&gt;
* In &#039;&#039;&#039;libzip/build&#039;&#039;&#039; run &#039;&#039;&#039;cmake&#039;&#039;&#039; as follows (this turns off all the options we do not need):&lt;br /&gt;
  &amp;gt; cd build&lt;br /&gt;
  &amp;gt; cmake -DENABLE_COMMONCRYPTO=OFF -DENABLE_GNUTLS=OFF -DENABLE_MBEDTLS=OFF -DENABLE_OPENSSL=OFF -DENABLE_WINDOWS_CRYPTO=OFF -DENABLE_BZIP2=OFF -DENABLE_LZMA=OFF ..&lt;br /&gt;
* Then build with:&lt;br /&gt;
  &amp;gt; make --build .&lt;br /&gt;
* Copy the &#039;&#039;&#039;libzip&#039;&#039;&#039; library and headers to the third party subfolder of PSUnreal.&lt;br /&gt;
  &amp;gt; cp lib/libzip.5.3.dylib PSUnreal/ThirdParty/Libzip/Libraries/Mac/libzip.5.dylib&lt;br /&gt;
  &amp;gt; cp ../lib/zip.h PSUnreal/ThirdParty/Libzip/Includes/.&lt;br /&gt;
  &amp;gt; cp zipconf.h PSUnreal/ThirdParty/Libzip/Includes/Mac/.&lt;br /&gt;
* Finalize the library.&lt;br /&gt;
  &amp;gt; cd PSUnreal/ThirdParty/Libzip/Libraries/Mac&lt;br /&gt;
  &amp;gt; install_name_tool&lt;br /&gt;
&lt;br /&gt;
== Build PS Unreal. ==&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Contents/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;br /&gt;
* Finally, you can sign the app bundle with the following &#039;&#039;&#039;codesign -s &amp;lt;email&amp;gt; PSUnreal.app&#039;&#039;&#039;, where &amp;lt;email&amp;gt; is the E-mail for your Apple Development ID (check it in your Keychain Access app &amp;gt; My Certificates).&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If there is a problem like:&lt;br /&gt;
  Unable to load module &#039;/Users/luke/PSUnreal/Binaries/Mac/UE4Editor-PSUnreal.dylib&#039; because the file couldn&#039;t be loaded by the OS.&lt;br /&gt;
&lt;br /&gt;
You can use otool to see the dependencies&lt;br /&gt;
  otool -L /Users/luke/PSUnreal/Binaries/Mac/UE4Editor-PSUnreal.dylib&lt;br /&gt;
&lt;br /&gt;
== Running a local server ==&lt;br /&gt;
&lt;br /&gt;
=== Prepare the server database ===&lt;br /&gt;
&lt;br /&gt;
* Connect to your database as root, create the planeshift database and user.&lt;br /&gt;
&lt;br /&gt;
  &amp;gt; mysql -u root -p&lt;br /&gt;
&lt;br /&gt;
  mysql&amp;gt; CREATE DATABASE planeshift;&lt;br /&gt;
  mysql&amp;gt; CREATE USER &#039;planeshift&#039;@&#039;localhost&#039; IDENTIFIED WITH mysql_native_password BY &#039;planeshift&#039;;&lt;br /&gt;
  mysql&amp;gt; GRANT ALL PRIVILEGES ON planeshift.* TO &#039;planeshift&#039;@&#039;localhost&#039;;&lt;br /&gt;
  mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
* Connect to the database as planeshift, populate the database (adapt psunreal_mysql_XXXXXXXX.sql to the currently available file).&lt;br /&gt;
&lt;br /&gt;
  &amp;gt; cd PSUnreal\Scripts&lt;br /&gt;
  &amp;gt; mysql -u planeshift -pplaneshift&lt;br /&gt;
&lt;br /&gt;
  mysql&amp;gt; USE planeshift;&lt;br /&gt;
  mysql&amp;gt; SOURCE psunreal_mysql_XXXXXXXX.sql;&lt;br /&gt;
  mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
* If you need to upgrade your database, perform the following as root, and re-populate the database as done above.&lt;br /&gt;
&lt;br /&gt;
  &amp;gt; mysql -u root -p&lt;br /&gt;
&lt;br /&gt;
  mysql&amp;gt; DROP DATABASE planeshift;&lt;br /&gt;
  mysql&amp;gt; CREATE DATABASE planeshift;&lt;br /&gt;
  mysql&amp;gt; GRANT ALL PRIVILEGES ON planeshift.* TO &#039;planeshift&#039;@&#039;localhost&#039;;&lt;br /&gt;
  mysql&amp;gt; quit&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23465</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23465"/>
		<updated>2020-06-22T15:22:24Z</updated>

		<summary type="html">&lt;p&gt;Gellule: /* libzip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Obtaining PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
== Building dependencies ==&lt;br /&gt;
&lt;br /&gt;
=== MariaDB connector ===&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Wordnet ===&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== libzip ===&lt;br /&gt;
&lt;br /&gt;
* Obtain https://libzip.org with:&lt;br /&gt;
  &amp;gt; git clone git@github.com:nih-at/libzip.git&lt;br /&gt;
* In the newly created &#039;&#039;&#039;libzip&#039;&#039;&#039; directory, create a &#039;&#039;&#039;build&#039;&#039;&#039; sub-directory.&lt;br /&gt;
  &amp;gt; cd libzip&lt;br /&gt;
  &amp;gt; mkdir build&lt;br /&gt;
* In &#039;&#039;&#039;libzip/build&#039;&#039;&#039; run &#039;&#039;&#039;cmake&#039;&#039;&#039; as follows (this turns off all the options we do not need):&lt;br /&gt;
  &amp;gt; cd build&lt;br /&gt;
  &amp;gt; cmake -DENABLE_COMMONCRYPTO=OFF -DENABLE_GNUTLS=OFF -DENABLE_MBEDTLS=OFF -DENABLE_OPENSSL=OFF -DENABLE_WINDOWS_CRYPTO=OFF -DENABLE_BZIP2=OFF -DENABLE_LZMA=OFF ..&lt;br /&gt;
* Then build with:&lt;br /&gt;
  &amp;gt; make --build .&lt;br /&gt;
* Copy the &#039;&#039;&#039;libzip&#039;&#039;&#039; library and headers to the third party subfolder of PSUnreal.&lt;br /&gt;
  &amp;gt; cp lib/libzip.5.3.dylib PSUnreal/ThirdParty/Libzip/Libraries/Mac/libzip.5.dylib&lt;br /&gt;
  &amp;gt; cp ../lib/zip.h PSUnreal/ThirdParty/Libzip/Includes/.&lt;br /&gt;
  &amp;gt; cp zipconf.h PSUnreal/ThirdParty/Libzip/Includes/Mac/.&lt;br /&gt;
* Finalize the library.&lt;br /&gt;
  &amp;gt; cd PSUnreal/ThirdParty/Libzip/Libraries/Mac&lt;br /&gt;
  &amp;gt; install_name_tool&lt;br /&gt;
&lt;br /&gt;
== Build PS Unreal. ==&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Contents/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;br /&gt;
* Finally, you can sign the app bundle with the following &#039;&#039;&#039;codesign -s &amp;lt;email&amp;gt; PSUnreal.app&#039;&#039;&#039;, where &amp;lt;email&amp;gt; is the E-mail for your Apple Development ID (check it in your Keychain Access app &amp;gt; My Certificates).&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23464</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23464"/>
		<updated>2020-06-22T14:38:20Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Obtaining PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
== Building dependencies ==&lt;br /&gt;
&lt;br /&gt;
=== MariaDB connector ===&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Wordnet ===&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== libzip ===&lt;br /&gt;
&lt;br /&gt;
* Obtain https://libzip.org with:&lt;br /&gt;
  &amp;gt; git clone git@github.com:nih-at/libzip.git&lt;br /&gt;
* In the newly created &#039;&#039;&#039;libzip&#039;&#039;&#039; directory, create a &#039;&#039;&#039;build&#039;&#039;&#039; sub-directory.&lt;br /&gt;
  &amp;gt; cd libzip&lt;br /&gt;
  &amp;gt; mkdir build&lt;br /&gt;
* In &#039;&#039;&#039;libzip/build&#039;&#039;&#039; run &#039;&#039;&#039;cmake&#039;&#039;&#039; as follows (this turns off all the options we do not need):&lt;br /&gt;
  &amp;gt; cd build&lt;br /&gt;
  &amp;gt; cmake -DENABLE_COMMONCRYPTO=OFF -DENABLE_GNUTLS=OFF -DENABLE_MBEDTLS=OFF -DENABLE_OPENSSL=OFF -DENABLE_WINDOWS_CRYPTO=OFF -DENABLE_BZIP2=OFF -DENABLE_LZMA=OFF ..&lt;br /&gt;
* Then build with:&lt;br /&gt;
  &amp;gt; make --build .&lt;br /&gt;
* Copy the &#039;&#039;&#039;libzip&#039;&#039;&#039; library and headers to the third party subfolder of PSUnreal.&lt;br /&gt;
  &amp;gt; cp lib/libzip.5.3.dylib PSUnreal/ThirdParty/Libzip/Libraries/Mac/.&lt;br /&gt;
  &amp;gt; cp ../lib/zip.h PSUnreal/ThirdParty/Libzip/Includes/.&lt;br /&gt;
  &amp;gt; cp zipconf.h PSUnreal/ThirdParty/Libzip/Includes/Mac/.&lt;br /&gt;
&lt;br /&gt;
== Build PS Unreal. ==&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Contents/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;br /&gt;
* Finally, you can sign the app bundle with the following &#039;&#039;&#039;codesign -s &amp;lt;email&amp;gt; PSUnreal.app&#039;&#039;&#039;, where &amp;lt;email&amp;gt; is the E-mail for your Apple Development ID (check it in your Keychain Access app &amp;gt; My Certificates).&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23463</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23463"/>
		<updated>2020-06-22T14:20:11Z</updated>

		<summary type="html">&lt;p&gt;Gellule: /* libzip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Obtaining PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
== Building dependencies ==&lt;br /&gt;
&lt;br /&gt;
=== MariaDB connector ===&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Wordnet ===&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== libzip ===&lt;br /&gt;
&lt;br /&gt;
* Obtain https://libzip.org with git clone git@github.com:nih-at/libzip.git&lt;br /&gt;
&lt;br /&gt;
== Build PS Unreal. ==&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Contents/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;br /&gt;
* Finally, you can sign the app bundle with the following &#039;&#039;&#039;codesign -s &amp;lt;email&amp;gt; PSUnreal.app&#039;&#039;&#039;, where &amp;lt;email&amp;gt; is the E-mail for your Apple Development ID (check it in your Keychain Access app &amp;gt; My Certificates).&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23462</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23462"/>
		<updated>2020-06-22T14:09:26Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Obtaining PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
== Building dependencies ==&lt;br /&gt;
&lt;br /&gt;
=== MariaDB connector ===&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Wordnet ===&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== libzip ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Build PS Unreal. ==&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Contents/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Contents/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;br /&gt;
* Finally, you can sign the app bundle with the following &#039;&#039;&#039;codesign -s &amp;lt;email&amp;gt; PSUnreal.app&#039;&#039;&#039;, where &amp;lt;email&amp;gt; is the E-mail for your Apple Development ID (check it in your Keychain Access app &amp;gt; My Certificates).&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23453</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23453"/>
		<updated>2020-05-24T20:49:02Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Content/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Content/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;br /&gt;
* Finally, you can sign the app bundle with the following &#039;&#039;&#039;codesign -s &amp;lt;email&amp;gt; PSUnreal.app&#039;&#039;&#039;, where &amp;lt;email&amp;gt; is the E-mail for your Apple Development ID (check it in your Keychain Access app &amp;gt; My Certificates).&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23452</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23452"/>
		<updated>2020-05-24T18:13:03Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;br /&gt;
&lt;br /&gt;
== Finalize PS Unreal ==&lt;br /&gt;
&lt;br /&gt;
Note: The following should be added to the build process. To be done by hand for now.&lt;br /&gt;
&lt;br /&gt;
* Copy &#039;&#039;&#039;Wordnet.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.3.dylib&#039;&#039;&#039;, &#039;&#039;&#039;libmariadb.dylib&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/MacOS&#039;&#039;&#039;.&lt;br /&gt;
* Modify the library paths in the main &#039;&#039;&#039;PSUnreal&#039;&#039;&#039; executable as follows:&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change /Users/luke/PSUnreal/ThirdParty/MariaDB/libmariadb/libmariadb.3.dylib @loader_path/libmariadb.3.dylib ./PSUnreal.app/Content/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;install_name_tool -change Wordnet.dylib @loader_path/Wordnet.dylib ./PSUnreal.app/Content/MacOS/PSUnreal&#039;&#039;&#039;&lt;br /&gt;
* Add file &#039;&#039;&#039;serverlist.xml&#039;&#039;&#039; to inside folder &#039;&#039;&#039;./PSUnreal.app/Content/UE4/PSUnreal/Config&#039;&#039;&#039;. (&#039;&#039;&#039;Config&#039;&#039;&#039; directory needs to be created)&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23446</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23446"/>
		<updated>2020-05-24T07:48:18Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the commands of the next step.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23445</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23445"/>
		<updated>2020-05-24T07:47:25Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode] from the App Store.&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23444</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23444"/>
		<updated>2020-05-24T07:46:49Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23443</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23443"/>
		<updated>2020-05-24T07:46:06Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the &#039;&#039;&#039;UnrealEngine&#039;&#039;&#039; directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23442</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23442"/>
		<updated>2020-05-24T07:45:20Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
** Install the Command Line Tools by running &#039;&#039;&#039;xcode-select --install&#039;&#039;&#039; from a Terminal.&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
** Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
** Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
* Step 6: set xcode tools&lt;br /&gt;
** Open Xcode and go to Preferences&amp;gt;Locations and set the Command Line Tools or Unreal will give this error: &amp;quot;Xcode is not installed on this Mac ... Falling back to runtime text shaders, which are slower. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Launch the Editor to test if it works&lt;br /&gt;
** You can launch the editor with \UnrealEngine\Engine\Binaries\Mac\UE4Editor.app&lt;br /&gt;
&lt;br /&gt;
If you get this error:&lt;br /&gt;
  xcode command codesign failed with exit code 1 &lt;br /&gt;
You need to access the project settings and set the code signing.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
* Create PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Install macports and svn command line&lt;br /&gt;
** Install macports: Download  https://distfiles.macports.org/MacPorts/MacPorts-2.6.2-10.15-Catalina.pkg&lt;br /&gt;
  &amp;gt; sudo port install subversion&lt;br /&gt;
&lt;br /&gt;
Get the sources from the Planeshift repository.&lt;br /&gt;
* Open a Terminal and go to you home directory with &lt;br /&gt;
  &amp;gt; &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
&lt;br /&gt;
* Checkout the sources from the PS Unreal repository with: &lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
* Build the MariaDB Connector from source.&lt;br /&gt;
** Install prerequisites: sudo port install cmake jemalloc judy openssl boost gnutls&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** move the sources in PSUnreal: mv * /Users/luke/PSUnreal/ThirdParty/MariaDB&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake . &#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Build Wordnet&lt;br /&gt;
  &amp;gt; cd /Users/luke/PSUnreal/ThirdParty/Wordnet&lt;br /&gt;
  &amp;gt; gcc -shared -o Wordnet.dylib -fPIC *.c&lt;br /&gt;
&lt;br /&gt;
=== Build PS Unreal. ===&lt;br /&gt;
* Generate project files:&lt;br /&gt;
  &amp;gt; /Users/luke/UnrealEngine/GenerateProjectFiles.command -project=&amp;quot;/Users/luke/PSUnreal/PSUnreal.uproject&amp;quot; -game -engine&lt;br /&gt;
&lt;br /&gt;
* Launch XCode and open PSUnreal.xcworkspace&lt;br /&gt;
* Select the UE4 blue icon for the project on the left, and click on &amp;quot;Project Navigator&amp;quot; icon (looks like a folder icon)&lt;br /&gt;
* Click on &amp;quot;Signing and Capabilities&amp;quot; and leave &amp;quot;Team&amp;quot; empty, &amp;quot;Sign to run locally&amp;quot;&lt;br /&gt;
* Click on &amp;quot;Build Settings&amp;quot;, search &amp;quot;Signing Identity&amp;quot;, remove everything there by clicking on &amp;quot;Others&amp;quot; and clearing the field. Or use Sign Run Locally. This way we disable the signing completely.&lt;br /&gt;
* Build with Product &amp;gt; Build menu item.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23427</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23427"/>
		<updated>2020-05-21T17:20:43Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.bat&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
== Building PSUnreal ==&lt;br /&gt;
&lt;br /&gt;
Crate PSUnreal dir&lt;br /&gt;
  &amp;gt; cd \&lt;br /&gt;
  &amp;gt; mkdir PSUnreal&lt;br /&gt;
&lt;br /&gt;
install Homebrew and svn command line&lt;br /&gt;
  &amp;gt; /bin/bash -c &amp;quot;$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install.sh)&amp;quot;&lt;br /&gt;
  &amp;gt; brew options subversion&lt;br /&gt;
  &amp;gt; brew install subversion&lt;br /&gt;
&lt;br /&gt;
Checkout the svn repository in the directory PSUnreal&lt;br /&gt;
  &amp;gt; svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get the sources from the Planeshift repository.&lt;br /&gt;
** Open a Terminal and go to you home directory with &#039;&#039;&#039;cd ~&#039;&#039;&#039;. We will build from there; adapt if needed.&lt;br /&gt;
** Checkout the sources from the PS Unreal repository with: &#039;&#039;&#039;svn co svn://xxx.xxx.xxx/psunreal/PSUnreal PSUnreal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Step 2: Build the MariaDB Connector from source.&lt;br /&gt;
** Download the MariaDB Connector for C from &#039;&#039;&#039;https://downloads.mariadb.com/Connectors/c/connector-c-3.1.8/mariadb-connector-c-3.1.8-src.tar.gz&#039;&#039;&#039;.&lt;br /&gt;
** Expand the &#039;&#039;&#039;tar.gz&#039;&#039;&#039; in your home directory. From your terminal, &#039;&#039;&#039;cd ~/mariadb-connector-c-3.1.8-src&#039;&#039;&#039;, to go to the directory that contain the MariaDB Connector sources.&lt;br /&gt;
** Inside that directory, create a &#039;&#039;&#039;build&#039;&#039;&#039; sub-directory with &#039;&#039;&#039;mkdir build&#039;&#039;&#039;. Switch to that directory with &#039;&#039;&#039;cd build&#039;&#039;&#039;.&lt;br /&gt;
** Generate the makefiles with &#039;&#039;&#039;cmake -DCMAKE_INSTALL_PREFIX=~/PSUnreal/ThirdParty/MariaDB ..&#039;&#039;&#039;.&lt;br /&gt;
** Build and install the connector in your PSUnreal source tree with &#039;&#039;&#039;make all install&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Build PS Unreal.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23425</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23425"/>
		<updated>2020-05-16T07:14:34Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the script &#039;&#039;&#039;Setup.command&#039;&#039;&#039;. It downloads 11.5GB of dependencies and may take a while.&lt;br /&gt;
** At the same location, run the script &#039;&#039;&#039;GenerateProjectFiles.bat&#039;&#039;&#039;. It generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
== Compiling PS Unreal ==&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23424</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23424"/>
		<updated>2020-05-16T07:12:40Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** The first command downloads 11.5 GB of dependencies and may take some time.&lt;br /&gt;
** The second command generates the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
== Compiling PS Unreal ==&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23412</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23412"/>
		<updated>2020-05-07T16:07:24Z</updated>

		<summary type="html">&lt;p&gt;Gellule: /* Compiling Unreal Engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need ~120GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
== Compiling PS Unreal ==&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23394</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23394"/>
		<updated>2020-05-06T15:55:44Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need 97GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.1-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, and build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After the compilation finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
== Compiling PS Unreal ==&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23390</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23390"/>
		<updated>2020-05-05T21:53:33Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need 97GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.1-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, a build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After compiling finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;br /&gt;
&lt;br /&gt;
== Compiling PS Unreal ==&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23389</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23389"/>
		<updated>2020-05-05T21:48:05Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need 97GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.1-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, a build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After compiling finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23388</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23388"/>
		<updated>2020-05-05T21:46:21Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Note: As of 2020-05-05, you need 79GB of disk space for a compiled version of the Unreal Engine.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.1-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, a build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After compiling finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=PSUnreal_Programming&amp;diff=23387</id>
		<title>PSUnreal Programming</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=PSUnreal_Programming&amp;diff=23387"/>
		<updated>2020-05-05T21:23:25Z</updated>

		<summary type="html">&lt;p&gt;Gellule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Installation of Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
The overall process begins by installing Unreal Engine and building from source, then follows through the PSUnreal setup page.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| http://www.planeshift.it/graphics/bullets/windows_icon.png|| http://www.planeshift.it/graphics/bullets/linux_icon.png || http://www.planeshift.it/graphics/bullets/mac_icon.png&lt;br /&gt;
|-&lt;br /&gt;
| [[Building PSUnreal on Windows]]|| [[Building PSUnreal on Linux]]|| [[Building PSUnreal on macOS]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Errors Unreal Compile]]&lt;br /&gt;
&lt;br /&gt;
[[Errors in Running the client]]&lt;br /&gt;
&lt;br /&gt;
== Engine ==&lt;br /&gt;
&lt;br /&gt;
[[Best tutorials to start]] with UE&lt;br /&gt;
&lt;br /&gt;
[[Packing and shipping a project]]&lt;br /&gt;
&lt;br /&gt;
[[CS Code convertion]]&lt;br /&gt;
&lt;br /&gt;
[[Engine inner working]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check this article if you are suffering from slow Intellisense parsing: https://forums.unrealengine.com/development-discussion/c-gameplay-programming/65252-for-those-who-suffer-from-visual-studio-intellisense-slowness&lt;br /&gt;
&lt;br /&gt;
== PS Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
Put here the notes of our architecture for Unreal.&lt;br /&gt;
&lt;br /&gt;
[[PSUECharacter setup]]&lt;br /&gt;
&lt;br /&gt;
== Update Unreal Engine and Git commands ==&lt;br /&gt;
If you messed up your repository, try: git reset --hard&lt;br /&gt;
&lt;br /&gt;
If you miss files try : git checkout .&lt;br /&gt;
&lt;br /&gt;
To update to a newer UE version:&lt;br /&gt;
&lt;br /&gt;
* git fetch&lt;br /&gt;
* git reset --hard (to discard local changes in case you have)&lt;br /&gt;
* git tag --list (to list all available new tags)&lt;br /&gt;
* git log --tags --simplify-by-decoration --pretty=&amp;quot;format:%ai %d&amp;quot;  (to see all tags with dates)&lt;br /&gt;
* git checkout 4.24.1-release --force&lt;br /&gt;
* launch Setup.bat to update dependencies&lt;br /&gt;
* launch GenerateProjectFiles.bat&lt;br /&gt;
* Delete all files contained in PSUnreal\Intermediate&lt;br /&gt;
* Clean the UE4 project from VS&lt;br /&gt;
* Rebuild&lt;br /&gt;
&lt;br /&gt;
== Alternative Update Unreal Engine using Tortoise Git GUI ==&lt;br /&gt;
&lt;br /&gt;
[https://tortoisegit.org/download/ Get TortoiseGit here].&lt;br /&gt;
&lt;br /&gt;
To update to a newer UE version, In windows explorer right click on folder containing Unreal engine then:&lt;br /&gt;
&lt;br /&gt;
* select &amp;gt; TortoiseGit &amp;gt; fetch. (make sure in window that opens &amp;quot;tags&amp;quot; is selected under options&lt;br /&gt;
* TortoiseGit &amp;gt; revert (to discard local changes in case you have)&lt;br /&gt;
* TortoiseGit &amp;gt; switch/checkout&lt;br /&gt;
** Then select tag and choose 4.24.1-release from dropdown&lt;br /&gt;
** Under options only have &amp;quot;overwrite working tree changes (force)&amp;quot; selected&lt;br /&gt;
** Press &amp;quot;ok&amp;quot; and allow it to update.&lt;br /&gt;
* launch Setup.bat to update dependencies&lt;br /&gt;
* launch GenerateProjectFiles.bat&lt;br /&gt;
* Delete all files contained in PSUnreal\Intermediate&lt;br /&gt;
* Clean the UE4 project from VS&lt;br /&gt;
* Rebuild&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_MacOSX&amp;diff=23386</id>
		<title>Building PSUnreal on MacOSX</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_MacOSX&amp;diff=23386"/>
		<updated>2020-05-05T21:21:03Z</updated>

		<summary type="html">&lt;p&gt;Gellule: Gellule moved page Building PSUnreal on MacOSX to Building PSUnreal on macOS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Building PSUnreal on macOS]]&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23385</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23385"/>
		<updated>2020-05-05T21:21:03Z</updated>

		<summary type="html">&lt;p&gt;Gellule: Gellule moved page Building PSUnreal on MacOSX to Building PSUnreal on macOS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.1-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, a build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After compiling finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23384</id>
		<title>Building PSUnreal on macOS</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Building_PSUnreal_on_macOS&amp;diff=23384"/>
		<updated>2020-05-05T21:16:42Z</updated>

		<summary type="html">&lt;p&gt;Gellule: Created page with &amp;quot;== Reference docs ==  * Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html * Compiling Unreal Engine...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference docs ==&lt;br /&gt;
&lt;br /&gt;
* Downloading Unreal Engine source code: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html&lt;br /&gt;
* Compiling Unreal Engine source code: https://github.com/EpicGames/UnrealEngine/blob/release/README.md&lt;br /&gt;
&lt;br /&gt;
== Compiling Unreal Engine ==&lt;br /&gt;
&lt;br /&gt;
* Step 1: Get access to the Unreal Engine source code.&lt;br /&gt;
** You must be an Unreal Engine subscriber (if not, open an account there: https://www.unrealengine.com)&lt;br /&gt;
** You must have a GitHub account (if not, open an account there: https://github.com)&lt;br /&gt;
** Have associated your GitHub account with your Unreal Engine account as described on the [https://www.unrealengine.com/en-US/ue4-on-github UE4 on GitHub page].&lt;br /&gt;
** At this point you should be able to access the [https://github.com/EpicGames/UnrealEngine Unreal Engine repository] on GitHub.&lt;br /&gt;
&lt;br /&gt;
* Step 2: Get the Unreal Engine source code.&lt;br /&gt;
** Get the source code with: &#039;&#039;&#039;git clone -b 4.24.1-release https://github.com/EpicGames/UnrealEngine.git&#039;&#039;&#039;.&lt;br /&gt;
** This will create an &amp;quot;Unreal Engine&amp;quot; sub-directory where you run the command.&lt;br /&gt;
&lt;br /&gt;
* Step 3: Install the latest version of Xcode.&lt;br /&gt;
** Install the latest version of [https://itunes.apple.com/us/app/xcode/id497799835 Xcode].&lt;br /&gt;
&lt;br /&gt;
* Step 4: Prepare the Xcode workspace.&lt;br /&gt;
** In the UnrealEngine directory, run the following two scripts: &#039;&#039;&#039;Setup.command&#039;&#039;&#039; and &#039;&#039;&#039;GenerateProjectFiles.command&#039;&#039;&#039;.&lt;br /&gt;
** This will generate the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; Xcode workspace.&lt;br /&gt;
&lt;br /&gt;
* Step 5: Compile Unreal Engine with Xcode.&lt;br /&gt;
** Load the &#039;&#039;&#039;UE4.xcworkspace&#039;&#039;&#039; into Xcode.&lt;br /&gt;
** Select the &#039;&#039;&#039;ShaderCompileWorker &amp;gt; My Mac&#039;&#039;&#039; target in the title bar, then build with &#039;&#039;&#039;Product &amp;gt; Build&#039;&#039;&#039; menu item.&lt;br /&gt;
** Wait for the build to complete.&lt;br /&gt;
** Select the &#039;&#039;&#039;UE4 &amp;gt; My Mac&#039;&#039;&#039; target, a build again.&lt;br /&gt;
** Compiling may take a long time, depending on your system specs.&lt;br /&gt;
** After compiling finishes, select the &#039;Product &amp;gt; Run&#039; menu item to load the editor.&lt;/div&gt;</summary>
		<author><name>Gellule</name></author>
	</entry>
</feed>