fix(actions): enhance macOS build workflow with additional app existence checks and error messaging
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Test macOS Build Action / test-macos-build (push) Successful in 56m18s
All checks were successful
Test macOS Build Action / test-macos-build (push) Successful in 56m18s
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@ -78,6 +78,18 @@ jobs:
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# Set CI environment variable explicitly before running
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export CI=true
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./scripts/mac_build.sh
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# Check if the build succeeded by looking for the app
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APP_PATHS=$(find ./Builds -type d -name "*.app" 2>/dev/null || echo "")
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if [ -z "$APP_PATHS" ]; then
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APP_PATHS=$(find ./Saved/StagedBuilds -type d -name "*.app" 2>/dev/null || echo "")
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fi
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if [ -z "$APP_PATHS" ]; then
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echo "❌ ERROR: Build command appeared to succeed but no app bundle was found!"
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echo "This usually means the build failed but didn't properly return an error code."
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exit 1
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fi
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else
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echo "ERROR: Build script not found at ./scripts/mac_build.sh"
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exit 1
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@ -9,6 +9,7 @@ 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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bOverrideBuildEnvironment = true;
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ExtraModuleNames.AddRange( new string[] { "LuckyWorld" } );
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@ -76,6 +76,16 @@ echo "🦾 Build completed. Application path:"
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APP_PATH=$(find "$ARCHIVE_DIR" -name "*.app" -type d | head -n 1)
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echo "$APP_PATH"
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# Check if the build actually succeeded by verifying the app exists
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if [ -z "$APP_PATH" ] || [ ! -d "$APP_PATH" ]; then
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echo "❌ ERROR: Build failed or did not produce an app bundle!"
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echo "Check the logs above for build errors."
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echo "Common issues:"
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echo " - 'Targets with a unique build environment cannot be built with an installed engine'"
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echo " Fix: Use bOverrideBuildEnvironment = true instead of BuildEnvironment = TargetBuildEnvironment.Unique"
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exit 1
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fi
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if [ -n "$APP_PATH" ]; then
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echo ""
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echo "🔍 Binary files that will need signing:"
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