[Mono-ue] Issue Compiling Mono for UnrealEngine

gary at nthdegreegames.com gary at nthdegreegames.com
Mon Mar 16 23:19:39 UTC 2015

Hey all,

I've successfully downloaded and build UnrealEngine 4.4.3 from the 

I extracted the MonoForUnrealEngine-Preview-8.zip and there was the 
plugin for XamarinUE4

I also installed the Addin into Xamarin and Installed the Updates.

there is a section in the README-MONO-FOR-UNREAL-ENGINE.txt file that 


Now open a git terminal in the UnrealEngine directory (you
can do this from the GitHub app) and run the following

   git checkout 4.4
   git checkout -b 4.4-xamarin
   git am Engine/Plugins/XamarinUE4/Patches/*

This will create a new branch called "4.4-xamarin" with
the Xamarin patches applies and committed.


Everything upto this point seams to have worked correctly.

This has me a little confused and when using Git Shell (opens Windows 

I goto my UnrealEngine-4.4 folder and type
git checkout 4.4 and I get a did not match an files error

When trying the git checkout -b 4.4-xamarin it states Switched to a new 
branch '4.4-xamarin'

finally using the git am Engine/Plugins/XamarinUE4/Patches/*
this causes an error with git-am: line 194 No such file or directory.

If I try to compile the source now from VS2013 I get the following error 
and I'm unable to compile

Error	1	error CS0234: The type or namespace name 'Linq' does not exist 
in the namespace 'System' (are you missing an assembly 
reference?)	e:\UnrealEngine-4.4\Engine\Plugins\XamarinUE4\MonoRuntime\Source\ThirdParty\mono\EmbeddedMono.Build.cs	7	14	UE4

Error	2	error : UnrealBuildTool encountered an error while compiling 
files	E:\UnrealEngine-4.4\Engine\Intermediate\ProjectFiles\EXEC	UE4

Error	3	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat 
UE4Editor Win64 Development" exited with code -1.	C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets	38	5	UE4

I'm so keen to get this working so I can test it both for my companies 
game development requirements but for the sake of getting this as a 
fully integrated feature within Unreal Engine.



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