Christopher Barber
Christopher Barber
It appears that the `-makefiles` flag to the UnrealBuildTool does not properly support Mac targets. The `-cmakefiles` appears to do the right thing, but I have not actually tried doing...
That's good, so the Xcode build approach may still be ok? So the main risk would be if CARLA started to depend on C++ features in clang 5.0 that are...
OK. So either I need to figure out how to build properly using actual llvm/clang 5.0 or hope that Xcode supports the required features. It seems that Xcode 10 may...
According to https://clang.llvm.org/cxx_status.html, it appears that clang 4.0 should support most of the C++17 features. The only ones I see that are missing are *constexpr lambda expressions* ([P0170R1](http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2016/p0170r1.pdf)) and *template...
You could still probably get away with using C++17 features that are compatible with whatever runtime UE 4.19 is using. I am not sure which ones that would be... FWIW,...
I got a Mac build working based on the current master branch (i.e. 0.9.0) using Xcode 9.2 and the standard UE 4.19 download, so there is no need to build...
Did you copy GenerateProjectFiles.sh from the root of the Unreal Engine source tree? I think that should work. I would have checked in a copy of the file I used...
Yes, it should be possible to build everything using Xcode and plan to add am option for that if not make it the default on the Mac. On Aug 20,...
Works for me. Are you using python 3? I don't think that works yet.
Not sure where you got the idea to copy that directory. The new API is mostly C++ now. You need to install the egg in PythonAPI/dist into your python environment...