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 $CONFIG_FILE"
fi
# Post-build process - set bundle ID
echo ""
echo "🔧 Performing post-build fix for bundle ID..."
if [ -n "$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