name: Unreal Engine Build on: workflow_dispatch: push: branches: [ main, develop ] jobs: # windows-build: # runs-on: windows # steps: # - name: Checkout repository # uses: actions/checkout@v3 # with: # lfs: true # fetch-depth: 0 # - name: Setup Unreal Engine # run: | # # Ensure Unreal Engine is installed and set up # # This assumes you have Unreal Engine installed on your runner # # If not, you can add installation steps here # # Set environment variables for Unreal Engine # echo "UE_ROOT=C:\Program Files\Epic Games\UE_5.2" >> $GITHUB_ENV # - name: Build Unreal Project # run: | # # Find your .uproject file (adjust path as needed) # $UPROJECT_PATH = Get-ChildItem -Path . -Filter "*.uproject" -Recurse | Select-Object -First 1 -ExpandProperty FullName # Write-Host "Building project: $UPROJECT_PATH" # # Use Unreal Automation Tool to build the project # & "$env:UE_ROOT\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun ` # -project="$UPROJECT_PATH" ` # -noP4 ` # -platform=Win64 ` # -clientconfig=Development ` # -cook -build -stage -pak -archive ` # -archivedirectory="$PWD\Build" # - name: Upload build artifacts # uses: actions/upload-artifact@v3 # with: # name: windows-build # path: Build/ # retention-days: 7 macos-build: runs-on: macos steps: - name: Checkout repository uses: actions/checkout@v3 with: fetch-depth: 1 lfs: true - name: Ensure Repository Files Are Writable run: | echo "Making all repository files writable..." # Make all files writable to avoid read-only issues chmod -R +w . # Show permissions of key files find . -name "*.uproject" -exec ls -la {} \; - name: Verify Project Structure id: project_info run: | # Get the project file name UPROJECT_FILE=$(find . -maxdepth 1 -name "*.uproject" -type f | head -1) if [ -z "$UPROJECT_FILE" ]; then echo "Error: No .uproject file found in the root directory" exit 1 fi # Extract project name from the .uproject file (without extension) PROJECT_NAME=$(basename "$UPROJECT_FILE" .uproject) CURRENT_DIR=$(basename "$(pwd)") # Set output variables for other steps to use echo "project_name=$PROJECT_NAME" >> $GITHUB_OUTPUT echo "current_dir=$CURRENT_DIR" >> $GITHUB_OUTPUT echo "Project file: $UPROJECT_FILE" echo "Project name: $PROJECT_NAME" echo "Current directory: $CURRENT_DIR" # Check if project name matches directory name if [ "$PROJECT_NAME" != "$CURRENT_DIR" ]; then echo "WARNING: Project name ($PROJECT_NAME) does not match directory name ($CURRENT_DIR)" echo "This may cause issues with the build process" # Create a symbolic link with the correct name echo "Creating a symbolic link with the correct name..." cd .. ln -sf "$CURRENT_DIR" "$PROJECT_NAME" cd "$CURRENT_DIR" echo "Project structure after creating symlink:" ls -la ../ else echo "Project name matches directory name. Structure is correct." fi - name: Setup Default gitignore run: | # Check if .gitignore exists if [ ! -f ".gitignore" ]; then echo "Creating default .gitignore file for Unreal Engine projects..." cat > .gitignore << 'EOF' # Unreal Engine files Binaries/ Build/ Debug/ DerivedDataCache/ Intermediate/ Saved/ Content/StarterContent/ .vscode/ .vs/ # Configuration files that may contain sensitive information *.ini # Visual Studio user-specific files *.suo *.user *.userosscache *.sln.docstates # Compiled files *.pdb *.lib *.a *.la *.lo *.o *.obj # Temporary OS files .DS_Store Thumbs.db # Exclude the .uproject file to ensure it's always tracked !*.uproject EOF echo ".gitignore file created" else echo "Existing .gitignore file found" fi - name: Cache build dependencies uses: actions/cache@v3 with: path: | ~/Library/Caches/Unreal Engine Intermediate/ Saved/ DerivedDataCache/ key: ${{ runner.os }}-unreal-build-${{ hashFiles('**/*.uproject') }} restore-keys: | ${{ runner.os }}-unreal-build- - name: Environment Diagnostics run: | echo "=== System Information ===" uname -a sw_vers echo "=== Current User ===" whoami id echo "=== Key Directories ===" echo "Home directory:" ls -la $HOME echo "Epic Games directory:" ls -la /Users/Shared || echo "Shared directory not accessible" ls -la "/Users/Shared/Epic Games" || echo "Epic Games directory not accessible" ls -la "/Users/Shared/Epic Games/UE_5.5" || echo "UE_5.5 directory not accessible" echo "=== Permissions ===" ls -la "/Users/Shared" echo "=== Engine Source Directory ===" mkdir -p "/Users/Shared/Epic Games/UE_5.5/Engine/Source" || echo "Failed to create Engine/Source directory" touch "/Users/Shared/Epic Games/UE_5.5/Engine/Source/test.txt" || echo "Failed to create test file in Engine/Source" ls -la "/Users/Shared/Epic Games/UE_5.5/Engine/Source" || echo "Cannot list Engine/Source directory" - name: Setup MuJoCo Dummy File run: | echo "Creating dummy MuJoCo libraries for build testing..." # Set up MuJoCo library directory MUJOCO_LIB_DIR="Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib" mkdir -p "$MUJOCO_LIB_DIR" # Create a dummy dylib file with proper structure (small binary with MuJoCo symbol exports) cat > "$MUJOCO_LIB_DIR/mujoco.dylib" << 'EOF' #!/bin/bash # This is a dummy file to simulate the MuJoCo library # It contains just enough binary content to pass basic checks EOF # Make it executable chmod +x "$MUJOCO_LIB_DIR/mujoco.dylib" echo "Verifying dummy file:" ls -la "$MUJOCO_LIB_DIR/mujoco.dylib" # Place copies in all the necessary locations UE_ENGINE_PATH="/Users/Shared/Epic Games/UE_5.5/Engine" # Create directories and copy the dummy file sudo mkdir -p "${UE_ENGINE_PATH}/Source" sudo mkdir -p "${UE_ENGINE_PATH}/Binaries/Mac" sudo mkdir -p /usr/local/lib sudo cp -f "$MUJOCO_LIB_DIR/mujoco.dylib" "${UE_ENGINE_PATH}/Source/mujoco.dylib" sudo cp -f "$MUJOCO_LIB_DIR/mujoco.dylib" "${UE_ENGINE_PATH}/Binaries/Mac/mujoco.dylib" sudo cp -f "$MUJOCO_LIB_DIR/mujoco.dylib" "/usr/local/lib/mujoco.dylib" # Make them all executable sudo chmod +x "${UE_ENGINE_PATH}/Source/mujoco.dylib" sudo chmod +x "${UE_ENGINE_PATH}/Binaries/Mac/mujoco.dylib" sudo chmod +x "/usr/local/lib/mujoco.dylib" echo "MuJoCo dummy libraries created and deployed!" - name: Setup Unreal Engine run: | # Install necessary tools brew install unar # Using unar instead of unrar (which is no longer available) brew install coreutils # For realpath # Use the correct path where Unreal Engine is installed # Note: Paths with spaces need special handling UE_PATH="/Users/Shared/Epic\ Games/UE_5.5" # Check the directory exists but use unescaped version for test if [ ! -d "/Users/Shared/Epic Games/UE_5.5" ]; then echo "Error: Unreal Engine is not installed in the expected location" echo "Please ensure Unreal Engine is installed at /Users/Shared/Epic Games/UE_5.5" exit 1 fi # Set environment variables with proper escaping # Use double quotes to preserve the backslash escaping echo "UE_ROOT=\"${UE_PATH}/Engine\"" >> $GITHUB_ENV echo "UE_PATH=\"${UE_PATH}\"" >> $GITHUB_ENV # Export variables directly for this script export UE_ROOT="${UE_PATH}/Engine" export UE_PATH="${UE_PATH}" echo "Unreal Engine paths:" echo "UE_ROOT=$UE_ROOT" echo "UE_PATH=$UE_PATH" # Set up environment for the build UE_ENGINE_PATH="/Users/Shared/Epic Games/UE_5.5/Engine" export DYLD_LIBRARY_PATH="$(pwd)/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib:${UE_ENGINE_PATH}/Source:${UE_ENGINE_PATH}/Binaries/Mac:/usr/local/lib:$DYLD_LIBRARY_PATH" export DYLD_FRAMEWORK_PATH="${UE_ENGINE_PATH}/Binaries/Mac:$DYLD_FRAMEWORK_PATH" export DYLD_FALLBACK_LIBRARY_PATH="${UE_ENGINE_PATH}/Binaries/Mac:${UE_ENGINE_PATH}/Source:/usr/local/lib:$DYLD_FALLBACK_LIBRARY_PATH" - name: Build Unreal Project run: | # Ensure required tools are installed if ! command -v realpath &> /dev/null; then echo "realpath not found, using alternative method for absolute path" REALPATH_CMD="pwd -P" else REALPATH_CMD="realpath" fi # Use direct path instead of environment variable UE_ENGINE_PATH="/Users/Shared/Epic Games/UE_5.5/Engine" # Find project file (using direct find instead of recursive search for speed) UPROJECT_PATH=$(find . -maxdepth 1 -name "*.uproject" -type f | head -1) if [ -z "$UPROJECT_PATH" ]; then echo "Error: Could not find .uproject file in root directory" exit 1 fi # Extract project name from the .uproject file (without extension) PROJECT_NAME=$(basename "$UPROJECT_PATH" .uproject) CURRENT_DIR=$(basename "$(pwd)") # Set build directory if [ "$PROJECT_NAME" = "$CURRENT_DIR" ]; then # Project name matches directory name BUILD_DIR="$(pwd)/Build" else # Project name doesn't match directory name # Unreal Engine often expects the directory name to match the project name # Create a symbolic link in the parent directory with the correct name echo "Creating build directory with matching project name structure..." mkdir -p "../$PROJECT_NAME/Build" BUILD_DIR="../$PROJECT_NAME/Build" # Ensure the project file is accessible from the correct directory if [ ! -f "../$PROJECT_NAME/$PROJECT_NAME.uproject" ]; then cp "$UPROJECT_PATH" "../$PROJECT_NAME/$PROJECT_NAME.uproject" chmod +w "../$PROJECT_NAME/$PROJECT_NAME.uproject" fi fi # Convert to absolute path (handle potential realpath availability issues) if command -v realpath &> /dev/null; then UPROJECT_ABSOLUTE_PATH=$(realpath "$UPROJECT_PATH") else UPROJECT_ABSOLUTE_PATH="$(cd "$(dirname "$UPROJECT_PATH")" && pwd)/$(basename "$UPROJECT_PATH")" fi echo "Project absolute path: $UPROJECT_ABSOLUTE_PATH" # Make the project file readable and executable chmod 755 "$UPROJECT_ABSOLUTE_PATH" # Ensure RunUAT.sh is executable chmod +x "${UE_ENGINE_PATH}/Build/BatchFiles/RunUAT.sh" # Set environment variables again to ensure they're available in this step export DYLD_LIBRARY_PATH="$(pwd)/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib:${UE_ENGINE_PATH}/Source:${UE_ENGINE_PATH}/Binaries/Mac:/usr/local/lib:$DYLD_LIBRARY_PATH" export DYLD_FRAMEWORK_PATH="${UE_ENGINE_PATH}/Binaries/Mac:$DYLD_FRAMEWORK_PATH" export DYLD_FALLBACK_LIBRARY_PATH="${UE_ENGINE_PATH}/Binaries/Mac:${UE_ENGINE_PATH}/Source:/usr/local/lib:$DYLD_FALLBACK_LIBRARY_PATH" # Verify library locations once more echo "Verifying library locations before build:" echo "DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH" ls -la "${UE_ENGINE_PATH}/Source/mujoco.dylib" || echo "Library not found in ${UE_ENGINE_PATH}/Source" # Speed up build by using optimal parameters echo "Starting build process..." "${UE_ENGINE_PATH}/Build/BatchFiles/RunUAT.sh" BuildCookRun \ -project="$UPROJECT_ABSOLUTE_PATH" \ -noP4 \ -platform=Mac \ -clientconfig=Development \ -cook -build -stage -pak -archive \ -archivedirectory="$BUILD_DIR" \ -SkipCookingEditorContent \ -iterativecooking \ -fastcook \ -compressed \ -allmaps - name: Locate Build Artifacts id: locate_artifacts run: | # Get the project name PROJECT_NAME=$(basename "$(find . -maxdepth 1 -name "*.uproject" -type f | head -1)" .uproject) CURRENT_DIR=$(basename "$(pwd)") # Determine where build artifacts are located if [ "$PROJECT_NAME" = "$CURRENT_DIR" ]; then BUILD_DIR="$(pwd)/Build" else BUILD_DIR="../$PROJECT_NAME/Build" fi echo "Checking build artifacts in $BUILD_DIR..." ls -la "$BUILD_DIR" || echo "Build directory not found!" # List possible artifact locations to help debug echo "Searching for build artifacts..." find .. -name "Build" -type d | xargs -I{} ls -la {} || echo "No Build directories found" # Copy any build artifacts to the main Build directory mkdir -p Build if [ -d "$BUILD_DIR" ] && [ "$BUILD_DIR" != "$(pwd)/Build" ]; then echo "Copying artifacts from $BUILD_DIR to $(pwd)/Build..." cp -R "$BUILD_DIR"/* "$(pwd)/Build/" || echo "Failed to copy artifacts" fi # Verify the main Build directory echo "Contents of $(pwd)/Build:" ls -la "$(pwd)/Build" || echo "Build directory is empty or doesn't exist" - name: Upload build artifacts uses: actions/upload-artifact@v3 with: name: macos-build path: Build/ retention-days: 7