fix(unreal): macOS build failure — Nil macro collision with Objective-C++#4712
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brougkr wants to merge 1 commit intoclockworklabs:masterfrom
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fix(unreal): macOS build failure — Nil macro collision with Objective-C++#4712brougkr wants to merge 1 commit intoclockworklabs:masterfrom
brougkr wants to merge 1 commit intoclockworklabs:masterfrom
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…-C++ On macOS/Apple platforms, Objective-C++ defines `Nil` as a macro (`#define Nil nullptr` in `objc/objc.h`). Unreal Engine compiles as Objective-C++ on these platforms, so `FSpacetimeDBUuid::Nil()` in `Builtins.h` collides with the macro and produces: error: expected member name or ';' after declaration specifiers; 'nullptr' is a keyword in Objective-C++ This adds `#pragma push_macro` / `#undef Nil` / `#pragma pop_macro` guards so the identifier is safe within the header, while restoring the original macro definition for downstream translation units. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
On macOS/Apple platforms, Objective-C++ defines
Nilas a macro (#define Nil nullptrinobjc/objc.h). Unreal Engine compiles all C++ as Objective-C++ on Apple platforms, soFSpacetimeDBUuid::Nil()inBuiltins.hcollides with this macro and produces:Every UE project using the SpacetimeDB Unreal SDK on macOS hits this build failure.
Affected platforms
FSpacetimeDBUuid::Nil()Reproduction steps
Builtins.hatFSpacetimeDBUuid::Nil()Fix
Added
#pragma push_macro/#undef Nil/#pragma pop_macroguards inBuiltins.h:Nilmacro so it doesn't interfere withFSpacetimeDBUuid::Nil()and any other identifiers usingNilNilmacro so downstream Objective-C++ translation units are unaffectedThis is the standard UE pattern for handling platform macro collisions (similar to how UE itself handles
check,verify,TEXT, etc. macro conflicts).Test plan
#ifdef Nilguard is a no-op when the macro is not defined)FSpacetimeDBUuid::Nil()andNilUuid()Blueprint functions work correctly at runtime🤖 Generated with Claude Code