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EpicSkookumScript opened this issue Nov 19, 2019 · 10 comments
Open

Prebuilt binaries for Mac ? #15

EpicSkookumScript opened this issue Nov 19, 2019 · 10 comments
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enhancement New feature or request help wanted Extra attention is needed Packaging Related to packaging or distributing sk binaries

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@EpicSkookumScript
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Issue by melMass
Thursday Oct 31, 2019 at 09:30 GMT
Originally opened as https://github.com/SkookumScript/SkookumScript-Plugin/issues/15


I'm trying to build Skookum for UE4 from source but fail at building the IDE portion.
I saw your UE branch, but is there a simpler way to build on Mac?

@EpicSkookumScript
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Comment by error454
Monday Nov 04, 2019 at 17:27 GMT


If the goal is to run the editor + sk IDE on the mac then unfortunately there isn't a path to do this. The IDE never got up and running on the mac and I don't have the equipment to dev/test it.

@EpicSkookumScript
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Comment by melMass
Monday Nov 04, 2019 at 17:30 GMT


It was the goal!
May I help in some way on that part?
What is currently supported on Mac?

Thanks

@EpicSkookumScript
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Comment by error454
Monday Nov 04, 2019 at 17:43 GMT


Well the sk runtime has always been supported on mac, so running packaged games should work, although I am a little fuzzy on how things get built since I don't have a mac. As far as why the IDE doesn't work, I'm not exactly sure. It uses Slate which should be cross-platform-ready.

If I had a mac, I would grab my skookum-ide repo from https://github.com/error454/UnrealEngine and run through the engine building process on the Mac trying to build the equivalent of the SkookumIDE Visual Studio solution. From there just seeing where the build fails and trying to solve each problem. This could be a huge task or could just be a build environment puzzle, I'm not really sure!

@EpicSkookumScript
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Comment by melMass
Monday Nov 04, 2019 at 18:18 GMT


I'll try that road then and report back here. Thanks.
Is it possible to make skookum-ide as a plugin instead of an engine mod ? I'm pretty sure it's not because you would have built it that way but just to make sure it's not "extractable"

@EpicSkookumScript
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Comment by melMass
Monday Nov 04, 2019 at 18:20 GMT


I'm asking mainly because the IDE fork is using UE 4.21 and I'm using 4.23.1

@EpicSkookumScript
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Comment by error454
Monday Nov 04, 2019 at 18:25 GMT


The IDE is a completely independent stand-alone complicated thing tied to 4.21. It's backward and forward compatible with the SkookumScript runtime running on any engine version. My SkookumIDE repo is the SkookumIDE + UE4 4.21 modified source, so it should be everything needed.

@EpicSkookumScript
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Comment by melMass
Monday Nov 04, 2019 at 18:31 GMT


Thanks !!
So I can build the Runtime for 4.23.1 and use the IDE in your 4.21 version to develop? Sounds like a good alternative

@EpicSkookumScript
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Comment by error454
Monday Nov 04, 2019 at 18:35 GMT


So I can build the Runtime for 4.23.1 and use the IDE in your 4.21 version to develop?

Yep, you got it. Ideally after building the IDE for 4.21, you'd copy the binaries into the 4.23.1 SkookumScript folder and everything would work.

@EpicSkookumScript
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Comment by melMass
Monday Nov 04, 2019 at 18:37 GMT


Oh that's even better !!
I'll report here how it went, cloning your fork right now..!

@error454
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Hey @melMass, did you ever make any progress on this? I'm curious what issues you ran into.

@error454 error454 added enhancement New feature or request help wanted Extra attention is needed Packaging Related to packaging or distributing sk binaries labels Dec 11, 2019
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