fix(actions): update comment for disabling local automatic code signing in LuckyWorld.Target.cs
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@ -9,8 +9,15 @@ public class LuckyWorldTarget : TargetRules
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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// Fix for "Targets with a unique build environment cannot be built with an installed engine"
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bOverrideBuildEnvironment = true;
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BuildEnvironment = TargetBuildEnvironment.Shared;
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// Ensure proper build configuration
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bUseLoggingInShipping = true;
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bShouldCompileAsDLL = false;
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ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } );
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IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
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@ -28,8 +35,8 @@ public class LuckyWorldTarget : TargetRules
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GlobalDefinitions.Add("APP_BUNDLE_NAME=LuckyWorld");
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GlobalDefinitions.Add("APP_BUNDLE_DISPLAY_NAME=LuckyWorld");
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// Disable automatic code signing
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bDisableAutomaticCodeSigning = true;
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// Don't use local automatic code signing for builds
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// bDisableAutomaticCodeSigning property is not available in UE 5.5
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}
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}
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}
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@ -9,7 +9,13 @@ public class LuckyWorldEditorTarget : TargetRules
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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// Fix for "Targets with a unique build environment cannot be built with an installed engine"
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bOverrideBuildEnvironment = true;
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BuildEnvironment = TargetBuildEnvironment.Shared;
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// Ensure proper build configuration
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bShouldCompileAsDLL = false;
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ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } );
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@ -1,4 +1,5 @@
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#!/bin/bash
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set -e # Exit on any error
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# Get the user's home directory
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USER_HOME="$HOME"
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@ -27,44 +28,43 @@ echo "Project root: $PROJECT_ROOT"
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echo "Project file: $PROJECT_FILE"
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echo "Archive directory: $ARCHIVE_DIR"
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# Clean up previous build artifacts
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rm -rf DerivedDataCache Intermediate Binaries Saved
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# More selective cleanup - don't remove DerivedDataCache
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echo "🧹 Cleaning build artifacts..."
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rm -rf Intermediate/Build/Mac Saved/Cooked
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mkdir -p "$ARCHIVE_DIR"
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# Generate project files
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echo "📝 Generating project files..."
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"$UE_ROOT/Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh" -project="$PROJECT_FILE" -game -engine
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# Run the build command
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# Run the build command with simplified parameters and more diagnostics
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echo "🔨 Starting build process..."
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"$UE_UAT" -ScriptsForProject="$PROJECT_FILE" Turnkey \
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-command=VerifySdk \
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"$UE_UAT" -ScriptsForProject="$PROJECT_FILE" BuildCookRun \
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-project="$PROJECT_FILE" \
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-platform=Mac \
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-UpdateIfNeeded \
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-EditorIO \
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-EditorIOPort=59484 \
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-project="$PROJECT_FILE" \
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BuildCookRun \
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-nop4 \
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-utf8output \
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-cook \
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-project="$PROJECT_FILE" \
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-clientconfig=Shipping \
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-target=LuckyWorld \
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-unrealexe="$UE_EDITOR" \
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-platform=Mac \
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-installed \
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-build \
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-cook -iterate -CookOnTheFly -CookMapsOnly \
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-stage \
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-skipStage=SignExecutables \
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-archive \
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-package \
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-build \
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-iterativecooking \
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-pak \
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-iostore \
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-compressed \
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-prereqs \
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-iostore \
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-package \
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-archive \
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-archivedirectory="$ARCHIVE_DIR" \
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-CrashReporter \
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-clientconfig=Shipping
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-verbose \
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-ddc=DerivedDataBackendGraph \
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-CrashReporter
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# Check for errors in the build process
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BUILD_STATUS=$?
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if [ $BUILD_STATUS -ne 0 ]; then
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echo "❌ ERROR: Build command failed with exit code $BUILD_STATUS"
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exit $BUILD_STATUS
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fi
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echo ""
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echo "🔍 Looking for built application..."
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@ -74,9 +74,11 @@ APP_PATH=$(find "$ARCHIVE_DIR" -name "*.app" -type d | head -n 1)
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if [ -z "$APP_PATH" ] || [ ! -d "$APP_PATH" ]; then
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echo "❌ ERROR: Build failed or did not produce an app bundle!"
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echo "Check the logs above for build errors."
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echo "Common issues:"
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echo " - 'Targets with a unique build environment cannot be built with an installed engine'"
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echo " Fix: Use bOverrideBuildEnvironment = true instead of BuildEnvironment = TargetBuildEnvironment.Unique"
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# List all files in the archive directory to help debug
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echo "Contents of archive directory:"
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find "$ARCHIVE_DIR" -type f -o -type d | sort
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exit 1
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fi
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