# FMod causes error when using remote mac compile

**URL:** https://qa.fmod.com/t/fmod-causes-error-when-using-remote-mac-compile/14321
**Category:** Unreal Engine
**Created:** [January 21, 2019, 3:41pm UTC](https://qa.fmod.com/t/fmod-causes-error-when-using-remote-mac-compile/14321 "2019-01-21T15:41:44Z")
**Posts on this page:** 1
**Showing post:** 4

<div class="post-metadata">

### Author: ![Skylonxe](https://avatars.discourse-cdn.com/v4/letter/s/46a35a/32.png) [@Skylonxe](https://qa.fmod.com/u/Skylonxe)
#### Post date: [December 2, 2019, 5:32pm UTC](https://qa.fmod.com/t/fmod-causes-error-when-using-remote-mac-compile/14321/4 "2019-12-02T17:32:47Z")

</div>

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)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/1X/dfbc353c99f25044f524ab349a3ce2112db5e6c5.png)

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

---

_[View the full topic](https://qa.fmod.com/t/fmod-causes-error-when-using-remote-mac-compile/14321)._
