For now I modified Unreal Build Tool, so it completely ignores FMod binaries and placed them manually into Binaries folder on remote Mac. I tried to immediately copy them on mac after delete and it worked. Look for libfmodstudio_iphoneos, you will notice that packaging deletes those files and then tries to build the project. It thinks that binaries can be recreated using source but it is not possible as those libs are third party. FMod binaries downloaded from this site are placed in FMod/Binaries but packaging deletes whole Binaries and Intermediate folder before every build. When packaging for Mac from Windows using remote machine it is not possible to finish building because FMod is not using correct folders for their third party libraries.
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