158 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
## 安装homebrew
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参考:
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- https://www.jianshu.com/p/e0471aa6672d
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国内镜像安装命令:
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```c++
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/bin/bash -c "$(curl -fsSL https://gitee.com/ineo6/homebrew-install/raw/master/install.sh)"
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```
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安装完之后需要替换源:
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### 1.必备设置
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-   替换 brew.git:
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```bash
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git -C "$(brew --repo)" remote set-url origin https://mirrors.ustc.edu.cn/brew.git
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```
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-   替换 homebrew-core.git:
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```bash
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git -C "$(brew --repo homebrew/core)" remote set-url origin https://mirrors.ustc.edu.cn/homebrew-core.git
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```
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### 2.按需设置
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-   替换 homebrew-cask.git:
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```bash
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git -C "$(brew --repo homebrew/cask)" remote set-url origin https://mirrors.ustc.edu.cn/homebrew-cask.git
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```
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-   替换homebrew-bottles:
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首先要先区分你的mac用哪种终端工具,如果是 bash,则执行:
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```bash
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echo 'export HOMEBREW_BOTTLE_DOMAIN=https://mirrors.ustc.edu.cn/homebrew-bottles' >> ~/.bash_profile
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source ~/.bash_profile
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```
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若是 zsh,则执行:
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```bash
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echo 'export HOMEBREW_BOTTLE_DOMAIN=https://mirrors.ustc.edu.cn/homebrew-bottles' >> ~/.zshrc
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source ~/.zshrc
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```
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## git
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之后就可以输入命令安装git
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```bash
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brew install git
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```
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## macOS开发环境
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https://ue5wiki.com/wiki/2329190d/
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运行生成解决方案.sh时会提示:
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>ERROR: Invalid SDK MacOSX.sdk, not found in /Library/Developer/CommandLineTools/Platforms/MacOSX.platform/Developer/SDKs
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确认安装Xcode之后执行
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```bash
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sudo ln -s /Applications/Xcode.app/Contents/Developer/Platforms /Library/Developer/CommandLineTools/Platforms
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```
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## 为 xcode 开启多线程编译
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AMD CPU信息查看APP:
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https://github.com/trulyspinach/SMCAMDProcessor/releases/tag/0.7.1
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首先看一下 Mac 的硬件配置:
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>sysctl machdep.cpu
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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:
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> defaults write com.apple.Xcode PBXNumberOfParallelBuildSubtasks 16
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# 证书
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需要以下文件
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- .cer
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- .p12
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- .mobileprovision
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并将其放入
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`/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。
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运行GenerateProjectFiles.command生成解决方案,***此时可以检查证书是否有效***。
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# 编译流程
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- 先编译ShaderCompileWork
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- 后编译UE5
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***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。
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# 疑难问题解
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## UE5.1 Setup.bat 提示unsupported compression method问题
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问题为:
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>Checking dependencies... 
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>Updating dependencies: 0% (0/97340)...
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> Failed to download 'https://cdn.unrealengine.com/dependencies/UnrealEngine-11447123-52802068b7db445d94de6cd13d574a02/00ba053f58ab8d00cf41519fd27d8059d397a4fb': InvalidDataException: The archive entry was compressed using an unsupported compression method.
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此文问题普遍发生在5.0~5.1以及UE4版本,解决方法:
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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。
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## ExternalBuildToolExecution failed with a nonzero exit code
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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。
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解决方法:
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>在CMD中输入 `defaults write com.apple.dt.XCode IDEIndexDisable 1`,禁用XCode代码检索即可。
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## ATOMIC_VAR_INIT错误
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https://forums.unrealengine.com/t/cannot-build-ue-5-1-1-from-source-on-macos-ventura-13-3-1-xcode-14-3/885545
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macOS 13.4 Xcode 14.3编译UE5.1会报错,其原因是:
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>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.
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解决方法是:
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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。
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```c++
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if (CompilerVersionGreaterOrEqual(14, 0, 0)) 
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{ 
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	Arguments.Add("-Wno-deprecated-pragma"); 
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}
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```
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最后修改结果:
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```csharp
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protected override void GetCompileArguments_Global(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
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{
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	base.GetCompileArguments_Global(CompileEnvironment, Arguments);
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	Arguments.Add("-fasm-blocks");
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	if (CompileEnvironment.bEnableOSX109Support)
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	{
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		Arguments.Add("-faligned-new"); // aligned operator new is supported only on macOS 10.14 and above
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	}
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	// Pass through architecture and OS info
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	Arguments.Add("" + FormatArchitectureArg(CompileEnvironment.Architecture));
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	Arguments.Add($"-isysroot \"{SDKPath}\"");
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	Arguments.Add("-mmacosx-version-min=" + (CompileEnvironment.bEnableOSX109Support ? "10.9" : Settings.MacOSVersion));
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	List<string> FrameworksSearchPaths = new List<string>();
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	foreach (UEBuildFramework Framework in CompileEnvironment.AdditionalFrameworks)
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	{
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		FileReference FrameworkPath = new FileReference(Path.GetFullPath(Framework.Name));
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		if (!FrameworksSearchPaths.Contains(FrameworkPath.Directory.FullName))
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		{
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			Arguments.Add($"-F \"{NormalizeCommandLinePath(FrameworkPath.Directory)}\"");
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			FrameworksSearchPaths.Add(FrameworkPath.Directory.FullName);
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		}
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	}
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	//添加的代码在这里
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	if (CompilerVersionGreaterOrEqual(14, 0, 0))
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	{
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		Arguments.Add("-Wno-deprecated-pragma");
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	}
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}
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```
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## std::ref问题
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添加头文件即可。
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```c++
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#include <functional>
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```
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## 清理引擎构建历史&缓存
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XCode的构建历史:
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>~/Library/Developer/Xcode/DerivedData
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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。 |