fix(actions): remove redundant macOS build settings and streamline build script for improved clarity
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Ozgur 2025-04-15 21:36:56 +02:00
parent cdc8f67953
commit 0440c10440
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GPG Key ID: 66CDF27505A35546
4 changed files with 31 additions and 47 deletions

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@ -10,14 +10,6 @@ public class LuckyWorldTarget : TargetRules
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
// Fix for "Targets with a unique build environment cannot be built with an installed engine"
bOverrideBuildEnvironment = true;
BuildEnvironment = TargetBuildEnvironment.Shared;
// Ensure proper build configuration
bUseLoggingInShipping = true;
bShouldCompileAsDLL = false;
ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } );
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
@ -26,17 +18,5 @@ public class LuckyWorldTarget : TargetRules
{
this.bUseLoggingInShipping = true;
}
// macOS specific settings
if (Target.Platform == UnrealTargetPlatform.Mac)
{
// Force use the bundle ID from DefaultGame.ini
GlobalDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
GlobalDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
GlobalDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
// Don't use local automatic code signing for builds
// bDisableAutomaticCodeSigning property is not available in UE 5.5
}
}
}

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@ -20,12 +20,5 @@ public class LuckyWorld : ModuleRules
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
// Set the bundle identifier for macOS builds
if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicDefinitions.Add("APP_BUNDLE_IDENTIFIER=com.luckyrobots.luckyworld");
PublicDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
PublicDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
}
}
}

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@ -10,13 +10,6 @@ public class LuckyWorldEditorTarget : TargetRules
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V5;
// Fix for "Targets with a unique build environment cannot be built with an installed engine"
bOverrideBuildEnvironment = true;
BuildEnvironment = TargetBuildEnvironment.Shared;
// Ensure proper build configuration
bShouldCompileAsDLL = false;
ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } );
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;

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@ -30,7 +30,7 @@ echo "Archive directory: $ARCHIVE_DIR"
# More selective cleanup - don't remove DerivedDataCache
echo "🧹 Cleaning build artifacts..."
rm -rf Intermediate/Build/Mac Saved/Cooked
rm -rf DerivedDataCache Intermediate Binaries Saved
mkdir -p "$ARCHIVE_DIR"
# Generate project files
@ -39,25 +39,43 @@ echo "📝 Generating project files..."
# Run the build command with simplified parameters and more diagnostics
echo "🔨 Starting build process..."
"$UE_UAT" -ScriptsForProject="$PROJECT_FILE" BuildCookRun \
-project="$PROJECT_FILE" \
"$UE_UAT" -ScriptsForProject="$PROJECT_FILE" Turnkey \
-command=VerifySdk \
-platform=Mac \
-clientconfig=Shipping \
-UpdateIfNeeded \
-EditorIO \
-EditorIOPort=59484 \
-project="$PROJECT_FILE" \
BuildCookRun \
-nop4 \
-utf8output \
-cook \
-project="$PROJECT_FILE" \
-target=LuckyWorld \
-build \
-cook -iterate -CookOnTheFly -CookMapsOnly \
-unrealexe="$UE_EDITOR" \
-platform=Mac \
-installed \
-stage \
-skipStage=SignExecutables \
-archive \
-package \
-build \
-iterativecooking \
-pak \
-iostore \
-compressed \
-prereqs \
-iostore \
-package \
-archive \
-archivedirectory="$ARCHIVE_DIR" \
-verbose \
-ddc=DerivedDataBackendGraph \
-CrashReporter
-CrashReporter \
-clientconfig=Shipping \
# -nocompile \
# -nocompileuat \
# -nocompileeditor \
# -skipbuildeditor \
# enable these if you want to test build without pak and iostore (you're just testing the build)
# -skipiostore \
# -skippak \ (disable -pak and -iostore)
#!/bin/bash
# Check for errors in the build process
BUILD_STATUS=$?