Closed denschub closed 6 years ago
We fixed it internally by passing ReadOnlyTargetRules to GetHFSPath and do platform switch like this:
if (Target.Platform == UnrealTargetPlatform.Win64)
{
...
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
...
}
This is pretty much how all the plugins handle platform specific logic in UE4.
Thanks for the report - we didn't run into this ourselves because our build process always has $HFS defined. Should be fixed with 8546c38e4bd10f2f3a221be26222066da6219276
Thanks for the fix! I'd totally give it a try, but it seems like there are no more macOS daily builds... :)
In
HoudiniEngineEditor.Build.cs
andHoudiniEngineRuntime.Build.cs
, the platform detection for macOS fails. With the Mono version installed by the setup script in Unreals sources,Environment.OSVersion.Platform
equals toPlatformID.Unix
, notPlatformID.MacOSX
as expected. Looking at reports like https://github.com/dotnet/corefx/issues/19694, this does not seem to be a new issue, so I wonder how you managed to even build this.If I just run the supplied sources in the
Houdini16.5-Unreal4.20
branch, the script complains it's unable to locate the Houdini Engine framework, because it is looking at the directory structure it would expect from Linux, but it's not there on macOS, obviously.Looking at the Unreal engine source, I found a bit of trickery in their platform detection, which also got my build of the
HoudiniEngineForUnreal
to work:I would submit a pull request, but the header of that file explicitly says
so submitting a PR is probably a bad idea. I couldn't find the generator for that file, so I assume it's some magic not accessible to me. Casually pinging @dpernuit for more attention on this issue. :)