# libfmodL.dylib was in manifest but was not produced.

**URL:** <https://qa.fmod.com/t/libfmodl-dylib-was-in-manifest-but-was-not-produced/12736>\
**Category:** Unreal Engine\
**Created:** [October 7, 2016, 7:24am UTC](https://qa.fmod.com/t/libfmodl-dylib-was-in-manifest-but-was-not-produced/12736 "2016-10-07T07:24:50Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![joeypark](https://avatars.discourse-cdn.com/v4/letter/j/e9a140/32.png) [@joeypark](https://qa.fmod.com/u/joeypark)\
**Post date:** [October 7, 2016, 7:24am UTC](https://qa.fmod.com/t/libfmodl-dylib-was-in-manifest-but-was-not-produced/12736/1 "2016-10-07T07:24:50Z")

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I am using Unreal 4.13.1 source version and FMODStudio 1.08.12.  
when I build my project by Unreal RunUAT.command BuildCookRun, manifest error occurred.  
“AutomationTool terminated with exception …/Engine/Binaries/Mac/UE4Editor.app/Content/MacOS/libfmodL.dylib was in manifest but was not produced.”  
however when i use Unreal 4.13.1 launching version, it works ok.  
my project hierarchy is like below.

- Engine

- Game

- Plugins
  - FMODStudio

- Sources
- etc…

How can I fix this?

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<div class="post-metadata">

**Author:** ![joeypark](https://avatars.discourse-cdn.com/v4/letter/j/e9a140/32.png) [@joeypark](https://qa.fmod.com/u/joeypark)\
**Post date:** [October 11, 2016, 2:05am UTC](https://qa.fmod.com/t/libfmodl-dylib-was-in-manifest-but-was-not-produced/12736/2 "2016-10-11T02:05:30Z")

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the problem was fixed using nocompileeditor parameter.  
when i execute RunUAT.command, UE4Editor should not be included in the build list.

RunUAT.command -nocompileeditor etc…
