When you build your editor from source in Xcode, it will automatically use the 圆4 architecture, but you can set the architecture to arm64+x86_64 to build the editor with universal binaries instead. Unreal Editor will automatically use whichever slice is appropriate for your device's architecture. In UE 5.2+, macOS builds of Unreal Editor distributed with the Epic Games Launcher are built with universal binaries. MacOS devices using M1 and M2 processes or newer. The following are the valid architectures for Apple devices: In Unreal Editor, click Platforms > macOS and choose In Xcode, select your target device from the dropdown at the top of the IDE. In UAT, use the -specifiedarchitecture or -architecture= parameter to set the architecture you want to compile with. You can specify your target architecture for builds in several ways: You should also familiarize yourself with Unreal Automation Tool (UAT) and the BuildCookRun command before proceeding. The instructions on this page assume that you are building your projects using Xcode on macOS. This page provides information about Unreal Engine's compatibility with both architectures as well as instructions on how to accommodate universal binaries. This ensures the best possible performance and stability on both generations of hardware. Meanwhile, the previous generation of Intel-based Macs use an x86-64 architecture.Īlthough Apple provides an instruction translator called Rosetta2 to support legacy applications, Apple's storefronts require developers to provide a single universal binary for games that features slices for both architectures. With the introduction of Apple's M1 processor, Macs from 2021 onward are manufactured using the ARM64 architecture. Universal Binary Support for Unreal Editor
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