Deployment for mac/windows/web issues UE 4.25

Hi.
There’s no deployment subtopic (i don’t think) so posting here.
I’m at the start of building a game with UE4.25 on a mac.
I thought i’d try and build and package it before developing too far ahead, to check if packaging would work. The project did launch on my mac when selecting MacNoEditor in the project launcher. But have a few questions.

  1. When using the project launcher, because i’m on a mac, there are no Windows options in cooked platforms. If it is going to be packaged for Windows does the project need to be copied to a windows machine and packaged from there? If so, is it as simple as just copying the project folder from mac to windows.

  2. The game is built in development mode. In the Staged Builds -> MacNoEditor folder there is an icon that launches the game with an Engine folder and a game content folder. The MacNoEditor folder is 300mb and the Engine subfolder is 240mb. The game itself is pretty small and basic at the moment. When eventually shipping the game does that Engine folder go with it?

  3. Epic i’m guessing doesn’t think html5 is the way to go and building for html5 isn’t included in 4.25 (although it can still be accessed via github). If I still want the game to be played through a browser are there alternatives (other than the html5 github repo option).

  4. I’m not building a game for xbox or ps or anything too serious - and i was trying to stay away from mobile - when it’s finished can i just put the mac/windows files on a server somewhere and let people download it? Any other options to know about would be great.

  5. When launching it on my mac the game filled the screen. Wasn’t sure how to go about adjusting the size of the game to say half the size of the screen. The game didn’t seem to launch in a window whose size can be adjusted.

Thanks. And the unreal docs have a bit about deployment but it’s not too extensive and found a few things on youtube but not heaps. If anyone has resources, links about deployment and platform options, etc. would be great.

  1. no idea, but would assume not since on a windows machine one can package for Mac.

  2. the egine folder is required, even in a shipping build. You should really test packaging with the correct shipping options for testing.

  3. don’t think so. The bigger issue with html5 is the ram/performance. I think that they abbandoned the branch becuase of the performance being blocked by the browser capibilities.

  4. you made it, you distribute as you see fit.

  5. watch tutorials for that. You have to set the initial game settings and create a menu to allow the user to change the settings like any other game.

https://forums.unrealengine.com/core/image/gif;base64
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You said that on Windows we can build game for Mac, but I can’t find Mac option in cooked platforms. Can you help me?
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https://forums.unrealengine.com/core/image/gif;base64
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no, you need a mac to cook for mac.

Why so is that the case? 4.24 Allowed me to package my game for the Macintosh with relative ease and I do not own a Mac computer. Now I too can not find a way to package my updated build via the Mac.

Why the sudden change in 4.25?
(EG Developers I hope you are reading this; the question is particularly for you).