FMod causes error when using remote mac compile

My workaround was modification of UnrealBuildTool’s RemoteMac.cs file. I belive this change will work even in binary build from launcher.

I added

CommonRsyncArguments.Add("–filter ‘protect libresonanceaudio.a’");
CommonRsyncArguments.Add("–filter ‘protect libgvraudio.a’");
CommonRsyncArguments.Add("–filter ‘protect libfmodstudio_iphoneos.a’");
CommonRsyncArguments.Add("–filter ‘protect libfmodstudioL_iphoneos.a’");
CommonRsyncArguments.Add("–filter ‘protect libfmod_iphoneos.a’");
CommonRsyncArguments.Add("–filter ‘protect libfmodL_iphoneos.a’");

at line 252 of RemoteMac.cs (line number based on 4.22)

There is UnrealBuildTool.csproj in launcher builds too and you can safely change it’s source and rebuild only this C# project.

1 Like