# FMOD fails too cook on Mac (libfmodL.dylib was in manifest but was not produced)

**URL:** <https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599>\
**Category:** Unreal Engine\
**Created:** [July 16, 2016, 1:47am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599 "2016-07-16T01:47:00Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![TornadoTwins](https://avatars.discourse-cdn.com/v4/letter/t/cc9497/32.png) [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Post date:** [July 16, 2016, 1:47am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/1 "2016-07-16T01:47:00Z")

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I’ve got our game to build on Windows, but on Mac it’s still a hard-stop. Pretty early in the cooking process too.

Below a copy of the manifest. Any help would be greatly appreciated!

**Efraim**

```
MainFrameActions: Packaging (Mac): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED /Users/TornadoTwins/Desktop/TT3/GameName/Binaries/Mac/TheBibleGame.app/Contents/MacOS/libfmodL.dylib was in manifest but was not produced.
MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.AddBuildProductsFromManifest (System.String ManifestName) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.BuildWithUBT (System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, UnrealBuildTool.FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean Force
Unity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars, Nullable`
1 InChangelistNumberOverride, System.Collections.Generic.Dictionary`2 InTargetToManifest) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at Project.Build (AutomationTool.BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.BuildCommand.Execute () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.Automation.Execute (System.Collections.Generic.List`1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary`1 Commands) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.Automation.Process (System.String[] CommandLine) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): at AutomationTool.Program.Main () [0x00000] in <filename unknown>:0 
MainFrameActions: Packaging (Mac): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (Mac): Domain_ProcessExit
MainFrameActions: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error
```

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<div class="post-metadata">

**Author:** ![TornadoTwins](https://avatars.discourse-cdn.com/v4/letter/t/cc9497/32.png) [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Post date:** [July 16, 2016, 1:52am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/2 "2016-07-16T01:52:27Z")

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> [@](#):
>
> I’ve got our game to build on Windows, but on Mac it’s still a hard-stop. Pretty early in the cooking process too.
> 
> Below a copy of the manifest. Any help would be greatly appreciated!
> 
> **Efraim**
> 
> ```
> MainFrameActions: Packaging (Mac): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: BUILD FAILED /Users/TornadoTwins/Desktop/TT3/GameName/Binaries/Mac/TheBibleGame.app/Contents/MacOS/libfmodL.dylib was in manifest but was not produced.
> MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.AddBuildProductsFromManifest (System.String ManifestName) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.BuildWithUBT (System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, UnrealBuildTool.FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean Force
> Unity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars, Nullable`
> 1 InChangelistNumberOverride, System.Collections.Generic.Dictionary`2 InTargetToManifest) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at Project.Build (AutomationTool.BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.BuildCommand.Execute () [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.Automation.Execute (System.Collections.Generic.List`1 CommandsToExecute, Tools.DotNETCommon.CaselessDictionary.CaselessDictionary`1 Commands) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.Automation.Process (System.String[] CommandLine) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.Program.MainProc (System.Object Param) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.InternalUtils.RunSingleInstance (System.Func`2 Main, System.Object Param) [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): at AutomationTool.Program.Main () [0x00000] in <filename unknown>:0 
> MainFrameActions: Packaging (Mac): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
> MainFrameActions: Packaging (Mac): Domain_ProcessExit
> MainFrameActions: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully.
> PackagingResults:Error: Error Unknown Error
> 
> ```

Just in case:  
FMOD Version: 1.08.07  
Engine Version: 4.12.5

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<div class="post-metadata">

**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [July 17, 2016, 7:35am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/3 "2016-07-17T07:35:33Z")

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Hi have you tried the latest 1.08.08 that was released a few days ago?

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<div class="post-metadata">

**Author:** ![TornadoTwins](https://avatars.discourse-cdn.com/v4/letter/t/cc9497/32.png) [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Post date:** [July 18, 2016, 3:17pm UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/4 "2016-07-18T15:17:40Z")

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I upgraded to 1.08.08 and that version does seem to work. It crunches through the FMOD plugin re-compile just fine. Thanks guys! Awesome.

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<div class="post-metadata">

**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [July 18, 2016, 12:11am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/5 "2016-07-18T00:11:46Z")

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Please get the newly released 1.08.08 and try again. I’ve had a look into this and there are some UE4 build issues with dynamic libraries for Mac which 1.08.08 works around.

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<div class="post-metadata">

**Author:** ![TornadoTwins](https://avatars.discourse-cdn.com/v4/letter/t/cc9497/32.png) [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Post date:** [July 18, 2016, 3:16pm UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/6 "2016-07-18T15:16:47Z")

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> [@](#):
>
> Please get the newly released 1.08.08 and try again. I’ve had a look into this and there are some UE4 build issues with dynamic libraries for Mac which 1.08.08 works around.

I upgraded to 1.08.08 and that version does seem to work. It crunches through the FMOD plugin re-compile just fine. Thanks guys! Awesome.

---

<div class="post-metadata">

**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [July 20, 2016, 3:49am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599/7 "2016-07-20T03:49:59Z")

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Great, and thanks for confirming that it works.
