## 安装homebrew 参考: - https://www.jianshu.com/p/e0471aa6672d 国内镜像安装命令: ```c++ /bin/bash -c "$(curl -fsSL https://gitee.com/ineo6/homebrew-install/raw/master/install.sh)" ``` 安装完之后需要替换源: ### 1.必备设置 - 替换 brew.git: ```bash git -C "$(brew --repo)" remote set-url origin https://mirrors.ustc.edu.cn/brew.git ``` - 替换 homebrew-core.git: ```bash git -C "$(brew --repo homebrew/core)" remote set-url origin https://mirrors.ustc.edu.cn/homebrew-core.git ``` ### 2.按需设置 - 替换 homebrew-cask.git: ```bash git -C "$(brew --repo homebrew/cask)" remote set-url origin https://mirrors.ustc.edu.cn/homebrew-cask.git ``` - 替换homebrew-bottles: 首先要先区分你的mac用哪种终端工具,如果是 bash,则执行: ```bash echo 'export HOMEBREW_BOTTLE_DOMAIN=https://mirrors.ustc.edu.cn/homebrew-bottles' >> ~/.bash_profile source ~/.bash_profile ``` 若是 zsh,则执行: ```bash echo 'export HOMEBREW_BOTTLE_DOMAIN=https://mirrors.ustc.edu.cn/homebrew-bottles' >> ~/.zshrc source ~/.zshrc ``` ## git 之后就可以输入命令安装git ```bash brew install git ``` ## macOS开发环境 https://ue5wiki.com/wiki/2329190d/ 运行生成解决方案.sh时会提示: >ERROR: Invalid SDK MacOSX.sdk, not found in /Library/Developer/CommandLineTools/Platforms/MacOSX.platform/Developer/SDKs 确认安装Xcode之后执行 ```bash sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms /Library/Developer/CommandLineTools/Platforms ``` ## 为 xcode 开启多线程编译 AMD CPU信息查看APP: https://github.com/trulyspinach/SMCAMDProcessor/releases/tag/0.7.1 首先看一下 Mac 的硬件配置: >sysctl machdep.cpu 找到 `machdep.cpu.core_count` 字段,其中的数值就是 Mac 的核心数。然后可以给 xcode 开启多线程,数量数为核心数 *2,如我的是 8 核,就可以开启 16 线程: > defaults write com.apple.Xcode PBXNumberOfParallelBuildSubtasks 16 # 证书 需要以下文件 - .cer - .p12 - .mobileprovision 并将其放入 `/Users/你的用户名/Library/Mobiledevice/provisioning Profiles`,最后双击导入。p12建议设置一个密码,mac里不支持无密码的p12证书。 运行GenerateProjectFiles.command生成解决方案,***此时可以检查证书是否有效***。 # 编译流程 - 先编译ShaderCompileWork - 后编译UE5 ***一定要注意虚拟机的CPU以及内存的关系,CPU线程数 * 2 < 内存GB 数。所以给的CPU数目一定不能多。*** 即使是黑苹果下,如果内存不够多,开了比较占用内存的APP会比较容易死机。比如我使用的是7950x 16核心 32线程 与 64GB内存,基本就处于一个平衡状态。如果开了XCode的情况打包引擎会出现死机情况。 # 疑难问题解 ## UE5.1 Setup.bat 提示unsupported compression method问题 问题为: >Checking dependencies... >Updating dependencies: 0% (0/97340)... > Failed to download 'https://cdn.unrealengine.com/dependencies/UnrealEngine-11447123-52802068b7db445d94de6cd13d574a02/00ba053f58ab8d00cf41519fd27d8059d397a4fb': InvalidDataException: The archive entry was compressed using an unsupported compression method. 此文问题普遍发生在5.0~5.1以及UE4版本,解决方法: 去 https://github.com/EpicGames/UnrealEngine/releases 的各个版本标签下,下载**Commit.gitdeps.xml**文件,并替换`\Engine\Build`下同名文件即可。 ## ExternalBuildToolExecution failed with a nonzero exit code 问题表现为编译到一半提示 `ExternalBuildToolExecution failed with a nonzero exit code`。这主要是因为XCode代码检索会占用非常多的内存,使得CPU线程数 * 2 > 内存GB,从而导致编译失败。 解决方法: >在CMD中输入 `defaults write com.apple.dt.XCode IDEIndexDisable 1`,禁用XCode代码检索即可。 ## ATOMIC_VAR_INIT错误 https://forums.unrealengine.com/t/cannot-build-ue-5-1-1-from-source-on-macos-ventura-13-3-1-xcode-14-3/885545 macOS 13.4 Xcode 14.3编译UE5.1会报错,其原因是: >So it seems the error is related to the deprecation of `ATOMIC_VAR_INIT` [since C++20 2](https://en.cppreference.com/w/cpp/atomic/ATOMIC_VAR_INIT). I gather [from this table 3](https://en.wikipedia.org/wiki/Xcode#Xcode_11.0_-_14.x_(since_SwiftUI_framework)_2) that Xcode 14.3 includes a clang patch version bump from 14.0.0 to 14.0.3, and a llvm major version bump from 14.0.0 to 15.0.0. With my limited understanding of clang and llvm, I would guess that llvm 15 compiles at C++20, and therefore throws the build error, whereas the build is successful with Xcode 14.2. 解决方法是: 在`Engine/Source/Programs/UnrealBuildTool/Platform/Mac/MacToolChain.cs`中添加判断语句,对高版本XCode添加`-Wno-deprecated-pragma`编译变量。 ```c++ if (CompilerVersionGreaterOrEqual(14, 0, 0)) { Arguments.Add("-Wno-deprecated-pragma"); } ``` 最后修改结果: ```csharp protected override void GetCompileArguments_Global(CppCompileEnvironment CompileEnvironment, List Arguments) { base.GetCompileArguments_Global(CompileEnvironment, Arguments); Arguments.Add("-fasm-blocks"); if (CompileEnvironment.bEnableOSX109Support) { Arguments.Add("-faligned-new"); // aligned operator new is supported only on macOS 10.14 and above } // Pass through architecture and OS info Arguments.Add("" + FormatArchitectureArg(CompileEnvironment.Architecture)); Arguments.Add($"-isysroot \"{SDKPath}\""); Arguments.Add("-mmacosx-version-min=" + (CompileEnvironment.bEnableOSX109Support ? "10.9" : Settings.MacOSVersion)); List FrameworksSearchPaths = new List(); foreach (UEBuildFramework Framework in CompileEnvironment.AdditionalFrameworks) { FileReference FrameworkPath = new FileReference(Path.GetFullPath(Framework.Name)); if (!FrameworksSearchPaths.Contains(FrameworkPath.Directory.FullName)) { Arguments.Add($"-F \"{NormalizeCommandLinePath(FrameworkPath.Directory)}\""); FrameworksSearchPaths.Add(FrameworkPath.Directory.FullName); } } //添加的代码在这里 if (CompilerVersionGreaterOrEqual(14, 0, 0)) { Arguments.Add("-Wno-deprecated-pragma"); } } ``` ## std::ref问题 添加头文件即可。 ```c++ #include ``` ## 清理引擎构建历史&缓存 XCode的构建历史: >~/Library/Developer/Xcode/DerivedData 本人采用删除Engine、LocalBuild文件夹中所有文件与UE5 XCode解决方案文件,再使用git恢复。最后再运行Setup.command、GenerateProjectFiles.command。