Cooking content for iOS on PC

Builds on my Mac are too slow (PC: ~3 minutes, iMac: over 13 hours…). What I would like to do: cook all the content on PC (that’s the 99.99% of the work); then build C++ code and pack the final IPA on Mac. Is possible to cook content for iOS on PC and then transfer it to Mac?

NOTE: I’m interested to C++ projects, not blueprint-only projects.

Yes, you can cook for iOS on Windows (and the Cooked-IOS directory could be copied across). One exception: Windows cannot compile Metal shaders offline, so you will have a slower load at runtime.

I am curious as to why it’s so slow to cook on the Mac? The usual cause of this was texture compression using high quality mode on Mac but low quality on Windows, but that was fixed in like 4.2 or 4.3 (where a setting was added to the Project Settings to control the compression level for PVRTC textures, defaulting to 0, the lowest).


Thanks a lot for the good news!!

FYI, the Mac is a 27" iMac, mid 2011, 2.7 GHz i5, 6GB RAM, AMD HD6770M. I can confirm you that the problem was with textures compression. Looking at the project settings I can confirm you that under Project Settings → Engine → Cooker the option “Default PVRTCQuality” is set to 0.

Just want to add a note - we saw horrendous build times on our Mac (15-17 hours) until we upgraded to Yosemite. Builds times plummeted to around the 15-20 minute mark. Worth a shot if you’re experiencing slow build times on a non-Yosemite Mac.

Is cooking the content for iOS on Windows still possible in 4.10.4? If so, how can i do that?


Here is some additional documentation links that may help with what you’re trying to achieve. If you run into any further complications, please submit your own thread to AnswerHub with specific details.


The first link is 404 :confused: