BlueRoseNote/07-Other/MAC/安装Mac UE开发环境.md

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安装homebrew

参考:

国内镜像安装命令:

/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
git -C "$(brew --repo)" remote set-url origin https://mirrors.ustc.edu.cn/brew.git
  • 替换 homebrew-core.git
git -C "$(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
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
echo 'export HOMEBREW_BOTTLE_DOMAIN=https://mirrors.ustc.edu.cn/homebrew-bottles' >> ~/.bash_profile
source ~/.bash_profile

若是 zsh则执行

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

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

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. I gather from this table 3 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。

if (CompilerVersionGreaterOrEqual(14, 0, 0)) 
{ 
	Arguments.Add("-Wno-deprecated-pragma"); 
}

最后修改结果:

protected override void GetCompileArguments_Global(CppCompileEnvironment CompileEnvironment, List<string> 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<string> FrameworksSearchPaths = new List<string>();
	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。

#include <functional>

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。