#!/bin/bash # Get the user's home directory USER_HOME="$HOME" # Set up Unreal Engine paths UE_ROOT="/Users/Shared/Epic Games/UE_5.5" UE_EDITOR="$UE_ROOT/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor" UE_UAT="$UE_ROOT/Engine/Build/BatchFiles/RunUAT.command" # Set up project paths PROJECT_ROOT="$(pwd)" PROJECT_FILE="$PROJECT_ROOT/LuckyWorld.uproject" ARCHIVE_DIR="$PROJECT_ROOT/Builds" # Check for entitlements file if [ -f "$PROJECT_ROOT/LuckyWorld.entitlements" ]; then ENTITLEMENTS_FILE="$PROJECT_ROOT/LuckyWorld.entitlements" else echo "Warning: No entitlements file found. This might affect notarization." ENTITLEMENTS_FILE="" fi # For debugging: print paths and config echo "Project root: $PROJECT_ROOT" echo "Project file: $PROJECT_FILE" echo "Archive directory: $ARCHIVE_DIR" echo "Entitlements file: $ENTITLEMENTS_FILE" # Clean up previous build artifacts rm -rf DerivedDataCache Intermediate Binaries Saved # Generate project files "$UE_ROOT/Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh" -project="$PROJECT_FILE" -game -engine # Run the build command "$UE_UAT" -ScriptsForProject="$PROJECT_FILE" Turnkey \ -command=VerifySdk \ -platform=Mac \ -UpdateIfNeeded \ -EditorIO \ -EditorIOPort=59484 \ -project="$PROJECT_FILE" \ BuildCookRun \ -nop4 \ -utf8output \ -cook \ -project="$PROJECT_FILE" \ -target=LuckyWorld \ -unrealexe="$UE_EDITOR" \ -platform=Mac \ -installed \ -stage \ -archive \ -package \ -build \ -iterativecooking \ -pak \ -iostore \ -compressed \ -prereqs \ -archivedirectory="$ARCHIVE_DIR" \ -CrashReporter \ -clientconfig=Shipping \ # -nocompile \ # -nocompileuat \ # -nocompileeditor \ # -skipbuildeditor \ # enable these if you want to test build without pak and iostore (you're just testing the build) # -skipiostore \ # -skippak \ (disable -pak and -iostore) echo "" echo "🦾 Build completed. Application path:" APP_PATH=$(find "$ARCHIVE_DIR" -name "*.app" -type d | head -n 1) echo "$APP_PATH" if [ -n "$APP_PATH" ]; then echo "" echo "🔍 Binary files that will need signing:" DYLIB_COUNT=$(find "$APP_PATH" -name "*.dylib" | wc -l) SO_COUNT=$(find "$APP_PATH" -name "*.so" | wc -l) FRAMEWORKS=$(find "$APP_PATH" -path "*.framework/*" -type f -perm +111 | wc -l) EXECUTABLES=$(find "$APP_PATH" -type f -perm +111 -not -path "*.framework/*" -not -name "*.dylib" -not -name "*.so" | wc -l) echo "- $DYLIB_COUNT .dylib libraries" echo "- $SO_COUNT .so libraries" echo "- $FRAMEWORKS framework executables" echo "- $EXECUTABLES other executables" echo "Total binary files: $((DYLIB_COUNT + SO_COUNT + FRAMEWORKS + EXECUTABLES))" echo "" echo "🔍 Checking for PhysX and other special libraries (often need special handling):" find "$APP_PATH" -name "*PhysX*" -o -name "*APEX*" fi # Update bundle ID in project settings echo "" echo "🔧 Updating bundle ID in UE config..." CONFIG_FILE="$PROJECT_ROOT/Config/DefaultGame.ini" if [ -f "$CONFIG_FILE" ]; then # Check if section exists or add it if grep -q "\[/Script/MacTargetPlatform\.MacTargetSettings\]" "$CONFIG_FILE"; then # Section exists, update the setting sed -i '' 's/BundleIdentifier=.*/BundleIdentifier=com.luckyrobots.luckyworld/g' "$CONFIG_FILE" else # Section doesn't exist, add it echo "" >> "$CONFIG_FILE" echo "[/Script/MacTargetPlatform.MacTargetSettings]" >> "$CONFIG_FILE" echo "BundleIdentifier=com.luckyrobots.luckyworld" >> "$CONFIG_FILE" fi echo "Updated bundle ID in project config" else echo "⚠️ Config file not found at $CONFIG_FILE" fi # Post-build process - set bundle ID echo "" echo "🔧 Performing post-build fix for bundle ID..." if [ -n "$APP_PATH" ]; then INFO_PLIST="$APP_PATH/Contents/Info.plist" if [ -f "$INFO_PLIST" ]; then echo "Setting bundle identifier to com.luckyrobots.luckyworld" /usr/libexec/PlistBuddy -c "Set :CFBundleIdentifier com.luckyrobots.luckyworld" "$INFO_PLIST" echo "Updated bundle ID: $(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")" else echo "⚠️ Info.plist not found at $INFO_PLIST" fi fi