Mac Setup (Apple Silicon + OVRLipSync)¶
This project uses the OVRLipSync plugin, which is compiled for x86_64 (Intel) only.
Because of this, Unreal Engine must be built and run in x86_64 mode on Apple Silicon Macs.
π¨ Critical Rule¶
Unreal MUST run in x86_64 mode for this project.
- ARM (default Mac mode) will cause:
- module load failures
- linker errors
- missing plugin symbols
π§± Initial Setup (First Time Only)¶
Clean the Project¶
From your project root directory, run:
Generate Xcode Project Files (x86)¶
arch -x86_64 /Users/Shared/Epic\ Games/UE_5.6/Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh \
-project="/path/to/FSE100Capstone.uproject" \
-game
Build the Project (x86)¶
arch -x86_64 /Users/Shared/Epic\ Games/UE_5.6/Engine/Build/BatchFiles/Mac/Build.sh \
FSE100CapstoneEditor Mac Development \
-architecture=x86_64 \
"/path/to/FSE100Capstone.uproject"
Wait until you see:
π Running the Project (REQUIRED EVERY TIME)¶
β οΈ The project MUST be opened using Terminal every time.
arch -x86_64 /Users/Shared/Epic\ Games/UE_5.6/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor \
"/path/to/FSE100Capstone.uproject"
Opening the project any other way will launch Unreal in ARM mode and cause module load failures.
β DO NOT DO THE FOLLOWING¶
- Do NOT double-click the
.uproject - Do NOT open from Epic Launcher
- Do NOT build using Xcode
- Do NOT allow Unreal to rebuild modules automatically
These will launch Unreal in ARM mode and break the build.
π Rebuilding After Code Changes¶
If you:
- pull new C++ changes
- modify plugin code
- get a βMissing Modulesβ error
Run:
rm -rf Binaries Intermediate DerivedDataCache
arch -x86_64 /Users/Shared/Epic\ Games/UE_5.6/Engine/Build/BatchFiles/Mac/Build.sh \
FSE100CapstoneEditor Mac Development \
-architecture=x86_64 \
"/path/to/FSE100Capstone.uproject"
Then launch again using the run command above.
π Notes¶
- This limitation only applies to Mac (Apple Silicon)
- Windows builds are unaffected
- This is required due to OVRLipSync being x86_64-only
Mac Setup (General Requirements)¶
This section covers macOS-specific setup required to run Unreal Engine, Git, and AI integrations for this project.
π§° Xcode Installation (Required)¶
Unreal Engine requires a specific version of Xcode.
The App Store version may NOT be compatible.
Required Version¶
Xcode 16
Download from: https://developer.apple.com/download/all/?q=xcode%2016
Setup¶
After installing, set command line tools:
Verify:
π§° Git Setup (Required for Unreal Git Plugin)¶
Install Git¶
If not installed: https://git-scm.com/install/mac
Install Git LFS¶
Required for Unreal assets (.uasset, .umap).
Install Git Credential Manager¶
β οΈ Only required once per machine.
β οΈ Git LFS Permission Issue (Mac)¶
In some cases, Git LFS may fail due to missing execute permissions on the bundled binary.
Error Example¶
If you see the following error in the Unreal output log:
LogSourceControl: Error: env: ../../../../../../<project-path>/Plugins/UEGitPlugin/git-lfs-mac-amd64: Permission denied
Fix¶
- Navigate to the plugin directory in Terminal:
- Grant execute permissions:
π macOS Security & Permissions¶
macOS blocks microphone access by default. This must be enabled for voice input.
π€ Microphone Access (Required)¶
Enable access for:
- UnrealEditor-Mac-DebugGame
Steps:¶
-
Open: System Settings β Privacy & Security β Microphone
-
Enable: UnrealEditor-Mac-DebugGame
Without this:
- voice input will not work
- OpenAI audio input will fail
π OpenAI API Key Setup (Mac)¶
The OpenAI API key must be configured as an environment variable.
This project requires the following variable name:
Option 1: Permanent Setup (Recommended)¶
This method ensures the API key is available every time you open a terminal or run Unreal.
Identify your shell¶
Run:
- If it returns
/bin/zshβ use.zshrc - If it returns
/bin/bashβ use.bash_profile
Open your shell configuration file¶
For Zsh:¶
For Bash:¶
Add the API key¶
Add this line at the bottom of the file:
Save and exit¶
- Press
Ctrl + O, thenEnter - Press
Ctrl + X
Apply changes¶
For Zsh:¶
For Bash:¶
Option 2: Temporary Setup¶
Use this if you only need the key for the current terminal session.
β οΈ This will be lost when the terminal is closed.
π Verify Setup¶
Run:
If set correctly, this will output your API key.
β οΈ Important Notes¶
-
The variable name must be exactly:
-
This must match the name used in the project code
-
Unreal Engine must be launched from an environment where this variable is available
(this is already satisfied when launching via the required terminal command) -
If the variable is not set, Unreal will log:
π Notes¶
- These steps apply only to macOS
- Windows setup differs (environment variables are set through System settings)
- Missing any of these steps may result in:
- build failures
- Git integration not working
- voice input not functioning
π₯½ VR Testing Limitations on Mac (Meta Quest)¶
macOS does NOT support direct VR testing with Meta Quest using Unreal Engine.
π« Meta Quest Link (Not Supported on Mac)¶
Meta Quest Link (USB or Air Link) is not supported on macOS.
This means:
- You cannot use "VR Preview" in Unreal Engine on Mac
- You cannot connect a Quest headset for live testing from the Editor
π« Meta XR Simulator (Not Supported on Mac)¶
The Meta XR Simulator is not available on macOS.
This means:
- You cannot simulate VR interactions within Unreal on Mac
- You cannot test motion controllers or headset movement locally
β Supported Workflows¶
Option 1 β Use a Windows Machine (Recommended)¶
For full VR testing:
- Use a Windows machine with Meta Quest Link enabled
- Run Unreal Engine VR Preview
- Test interactions, UI, and performance in real time
Option 2 β Package and Deploy to Headset¶
If a Windows machine is not available:
- Package the project for Android (Quest)
- Install the build directly onto the headset
- Test within the standalone environment
β οΈ Important Notes¶
- Mac can still be used for:
- development
- Blueprint work
- C++ implementation
-
UI and interaction setup
-
However, ALL real-time VR testing must be done using:
- Windows + Quest Link
- or packaged builds on the headset
π Summary¶
macOS is not suitable for real-time VR testing with Meta Quest.
A Windows machine or packaged headset build is required for validating VR functionality.