🍎MacOS Installation

This page introduces the Anything World plugin installation process for Unreal Engine 5.2 on MacOS M1 and M2 chipsets.

Requirements:

Step 1: Install Dependencies

Install Unreal 5.2, Visual Studio Code, and XCode 14.1 or above on your MacOS.

Once XCode is installed, open terminal and begin the installation for Clang/Clang++.

Enter the provided terminal command to install Clang/Clang++:

xcode-select --install

You can verify that Clang/Clang++ was successfully installed by providing terminal with the following command:

clang --version

Step 2: Setup Visual Studio Code Extensions and .NET

Download and install the .NET dependency for Visual Studio Code.

It is recommended to review the official Visual Studio Code documentation in order to setup Clang for MacOS.

In order to successfully compile an Unreal 5.2 C++ project on MacOS the following Extensions are required:

VSCode Extensions:

Step 3: Configure Unreal 5.2

Open the Epic Game Launcher, navigate the Unreal Engine view, and select the Launch Unreal Engine 5.2 button.

Switch to the Games panel, select your preferred template, change the project default option to a C++ project, provide a project name, and select the Create button.

Once the Unreal Editor is ready, open the Editor Preferences by selecting Unreal Editor > Preferences.

Or use the ⌘ + , hotkey command

Use the search bar to find the General - Source Code setting and switch the Source Code Editor to Visual Studio Code.

Next let's open the project files in Visual Studio Code by navigating to Tools > Open Visual Studio Code from within the Unreal Editor.

Now that the Visual Studio Code is set as the default IDE close the Unreal Editor application.

Step 4: Install the Anything World Plugin and generate the project files

Download the latest version of the Anything World Unreal Plugin from the Anything World Profile page.

Unzip the package, open the Mac folder, then unzip the 5.2 package. Copy the newly created Anything World folder and navigate to your Unreal 5.2 project folder (Documents > Unreal Projects > Your project name. Create a new folder called "Plugins" and paste the Anything World Plugin inside this folder.

Now that the Anything World Plugin is installed we recommend re-generating the project files for the Unreal 5.2 project.

To re-generate the project files we need to delete the following folders from the Unreal 5.2 project.

  • Binaries

  • DerivedDataCache

  • Intermediate

  • Saved

In some cases the Binaries folder may not be present, proceed with deleting the aforementioned folders.

Find and copy the file path for your Unreal 5.2 .uproject file:

/Users//Documents/Unreal Projects//.uproject

Open terminal and navigate to the following Unreal 5.2 installation path:

/Users/Shared/Epic Games/UE_5.2/Engine/Build/BatchFiles/Mac

Next provide terminal with the following command:

./GenerateProjectFiles.sh -project=/Users/<yourname>/Documents/Unreal Projects/MyProject/MyProject.uproject -game -vscode

Your terminal will display this message:

Setting up Unreal Engine project files...

Setting up bundled DotNet SDK
/Users/Shared/Epic Games/UE_5.2/Engine/Build/BatchFiles/Mac/../../../Binaries/ThirdParty/DotNet/6.0.302/mac-arm64
Log file: /Users/<username>/Library/Application Support/Epic/UnrealBuildTool/Log_GPF.txt
Project file formats specified via the command line will be ignored when generating
project files from the editor and other engine tools.

Consider setting your desired IDE from the editor preferences window, or modify your
BuildConfiguration.xml file with:

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
  <ProjectFileGenerator>
    <Format>VisualStudioCode</Format>
  </ProjectFileGenerator>
</Configuration>


Some Platforms were skipped due to invalid SDK setup: Android.
See the log file for detailed information


Generating VisualStudioCode project files:
Discovering modules, targets and source code for project...
Generating data for project indexing... 100%
Writing project files... 100%

Now that the project files have been re-generated we are able to build, compile, and debug the project using Visual Studio Code.

Step 5: Update task.json to include the "-architecture=arm64" argument

Return to the project files in Visual Studio Code and open the tasks.json file within the .vscode folder.

Find the label named "<Your Project Name>Editor Mac Development Build" and add the provided argument to the list of args:

"-architecture=arm64"
Make sure to add a comma after in between the "-waitmutex" argument and the "-architecture=arm64" argument.

Next let's launch the project from Visual Studio Code, to do this navigate to the Run and Debug view which can be found by selecting the icon.

Select the dropdown that displays "Launch <your project name>" and set the option "Launch <your project name> Editor (Develoipment)" as the default.

Press the Play icon to launch your projects then Visual Studio will display the debug icons, press the play icon twice to proceed.

Congratulations! You have completed the first time setup process for installing the Anything World Plugin for Unreal 5.2 on MacOS.

Quick Setup:

This section assumes that you have successfully installed the Anything World MacOS plugin previously on your current machine, if not please review the first time setup guide before proceeding.

Step 1: Create an Unreal 5.2 Project

Open the Unreal 5.2 Project Browser, choose your template, and change the project to C++:

Once created, the Visual Studio Code IDE should automatically open along with the Unreal 5.2 editor.

Step 2: Add the Anything 5.2 plugin to the project's plugins folder.

Navigate to the project folder by opening Documents > Unreal Projects > Project

Create a new folder and name it Plugins then copy and paste the Anything World folder inside the newly created project's plugins folder.

Restart the Unreal 5.2 project and allow the AnythingWorld.dylib to run by opening the System Preferences for Mac and navigate to Security & Privacy.

Once all of the applications have been accepted re-open the project from within the Epic Games Launcher and you should have access to the Anything World plugin!

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