LuckyWorld/scripts/mac_build.sh

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#!/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 "🔧 Checking for bundle ID in UE config..."
CONFIG_FILE="$PROJECT_ROOT/Config/DefaultGame.ini"
if [ -f "$CONFIG_FILE" ]; then
if grep -q "\[/Script/MacTargetPlatform\.MacTargetSettings\]" "$CONFIG_FILE" && grep -q "BundleIdentifier=com.luckyrobots.luckyworld" "$CONFIG_FILE"; then
echo "Bundle ID already correctly set in project config ✅"
else
echo "⚠️ Warning: Bundle ID may not be correctly set in DefaultGame.ini"
echo "Please ensure [/Script/MacTargetPlatform.MacTargetSettings] section exists with BundleIdentifier=com.luckyrobots.luckyworld"
fi
else
echo "⚠️ Config file not found at $CONFIG_FILE"
fi
# Post-build process - set bundle ID
echo ""
echo "🔍 Checking bundle ID in built app..."
echo "Note: Bundle ID should be automatically set by Unreal Engine based on DefaultGame.ini and"
echo "LuckyWorld.Build.cs settings, but UE sometimes fails to apply it correctly."
echo "Therefore, we keep this check and fix as a safety measure."
if [ -n "$APP_PATH" ]; then
INFO_PLIST="$APP_PATH/Contents/Info.plist"
if [ -f "$INFO_PLIST" ]; then
CURRENT_BUNDLE_ID=$(/usr/libexec/PlistBuddy -c "Print :CFBundleIdentifier" "$INFO_PLIST")
echo "Current bundle ID: $CURRENT_BUNDLE_ID"
if [ "$CURRENT_BUNDLE_ID" != "com.luckyrobots.luckyworld" ]; then
echo "Bundle ID mismatch - fixing it!"
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 "✅ Bundle ID is already correct: com.luckyrobots.luckyworld"
fi
else
echo "⚠️ Info.plist not found at $INFO_PLIST"
fi
fi
echo "Completed post-build process ✅"