I am currently trying to get some form of unreal 4 demo/project to run on an ARMv7 platform running Ubuntu OS. The platform itself uses OpenGL, not ES, so that at least should not be an issue. The method I’m going about this is currently to try and compile UE4 on target environment which involves:
generating the correct versions of dependencies such as mono, clang/llvm, etc.
modifying/hacking the build settings to switch from 64 bits to 32 bits, etc.
some compile settings needs to be removed (i.e. -mmmx, etc)
some compile settings added (-fsigned-char for ARM)
currently in the middle of recompiling the ThirdParty software modules for my target platform.
Is this method on the right track ? Another option I can think of would be to somehow enable the packaging option on UE4 Linux to generate executables that are runnable on ARM-Linux but I’m not very familiar at all with how this step works. Would it be simpler to try to do this instead ?
Does the final exported executable contain UE4 engine compiled for the target platform along with some project data ? If so would it be possible to tweak some of the export related code to export executable for linux-arm given that the game engine for the target plaform itself is provided/compiled separately ?
Thanks and sorry for the vague question