# Unable to build mac

**URL:** <https://qa.fmod.com/t/unable-to-build-mac/11955>\
**Category:** Unreal Engine\
**Created:** [June 18, 2015, 7:28am UTC](https://qa.fmod.com/t/unable-to-build-mac/11955 "2015-06-18T07:28:52Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Loeiz](https://avatars.discourse-cdn.com/v4/letter/l/e9a140/32.png) [@Loeiz](https://qa.fmod.com/u/Loeiz)\
**Post date:** [June 18, 2015, 7:28am UTC](https://qa.fmod.com/t/unable-to-build-mac/11955/1 "2015-06-18T07:28:52Z")

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I’m trying to build a Shipping version of my game on mac with UE 4.7.6.

I get this error message

mono: clang: error: no such file or directory: ‘/Users/Shared/UnrealEngine/4.7/Engine/Plugins/FMODStudio/Binaries/Mac/FMODStudio-Mac-Shipping-Static.a’

The file does exist at this location

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [June 25, 2015, 8:29am UTC](https://qa.fmod.com/t/unable-to-build-mac/11955/2 "2015-06-25T08:29:50Z")

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We bundle up UE4Game-FMODStudio-Mac-Shipping-Static.a, could you try renaming that to remove the “UE4Game-” part? The names of all the produced libs is different depending on if the plugin is build from the engine or if it is used for the binary release of UE4, so these sort of mismatches have occurred before.

That is all cleaned up in 4.8, which has a much better naming scheme for plugins as well as a way to build plugin binaries simply from the command-line.

We had a hold-up with 4.8 due to an engine change, but we’ve got that sorted and so we’ll have a 4.8 build out tomorrow. If you are planning on upgrading, then it should just work in 4.8.

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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:** [June 29, 2015, 12:42am UTC](https://qa.fmod.com/t/unable-to-build-mac/11955/3 "2015-06-29T00:42:31Z")

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> [@](#):
>
> We bundle up UE4Game-FMODStudio-Mac-Shipping-Static.a, could you try renaming that to remove the “UE4Game-” part? The names of all the produced libs is different depending on if the plugin is build from the engine or if it is used for the binary release of UE4, so these sort of mismatches have occurred before.
> 
> That is all cleaned up in 4.8, which has a much better naming scheme for plugins as well as a way to build plugin binaries simply from the command-line.
> 
> We had a hold-up with 4.8 due to an engine change, but we’ve got that sorted and so we’ll have a 4.8 build out tomorrow. If you are planning on upgrading, then it should just work in 4.8.

Latest version should work with 4.8
