I’m having trouble with this Provision Profiles step. I’ve generated all the stuff, I’m a member of an apple developer team, got all that.
I created the .key and the .csr but now from my research it seems like I’m required to use some xcode thing on an actual apple device to make the provision profile?
Am I not apple to simple package to IOS without a device like I can with Android?
Unfortunately, the best way to make an iOS app is to have a Mac.
You are also going to run into the issue of trying to upload your game to the apple store - you need xcode for it (so basically you need a Mac).
They make it very difficult to even run/test the build without one too. AFAIK, even Unity does not provide things that Unreal does like letting you test development builds from Windows. When you try to test distribution builds, you’ll have to upload them to the store too in order to download through test flight and test.
I didn’t know that. My friend has a Mac with a window 7 OS. Meaning that he could in theory use the window side to make a PC game. Then switch to Apple to make a iOS version. I though the reverse could be true. A window PC with a Mac iOS. Now that I think about that explains why I can’t find an Apple iOS available for distribution. Like window OS.
Hackintosh is illegal but plenty of people do it, i’m not sure Apple really care or if it’s just a way to say you’re not getting any support. A lot of the people doing it will be doing it to dev for IOS devices which is still a lot of money in Apples pocket.
Yes, you can have a friend upload/submit to the store for you.
As long as you trust the friend with your signing credentials!
Or you can buy a cheap Mac Mini or iMac or something like that on eBay. Just make sure it’s recent enuogh to run the latest versions of MacOS X and XCode …
Scrap the above comment, UE4 now seems to be completely useless on my hackintosh. projects work fine in the editor until you press play or try to launch a preview, then ue4 just locks up. ironically unity used to have a messed up display making it useless, now that works fine.
You don’t need to be able to run the editor itself on Mac to build for iOS. If you setup the remote compilation via SSH, you can get by with a 7 year old Mac, hackintoshs or virtual machines just fine, then just use them to run the Application Loader and deploy to the app store. You don’t even need to install UE4 on the Mac, the remote compilation process does all the work for you.
Just because they say you can’t doesn’t mean you can’t.
When I tell you you can’t eat anymore, you eating food doesn’t become illegal, even if we make a program where you press an Accept button and we film it on video that you pressed it willingly.
All it means is that they don’t like it when you install Mac on 3rd party hardware.
Companies don’t make laws when they write stuff on your screen, yet.
The worst they can do is stop doing business with you. But they most probably won’t even know and even if they did, you’re bringing an app to their platform. So unless you’re advertising it on Youtube that you’re doing that and pretty much forcing them to act, nothing will happen.
But the main point is that it’s not illegal to do things that are forbidden by companies in their user agreements.
This isn’t realistic for a real project. Not everything is available for blueprints. I made a 99.9% blueprints-only game but there’s stuff that’s not available to blueprints, so I made it available by creating a blueprint function library in C++ and now my project is not really blueprints-only.
And my project isn’t pretty small: 10k loc and I work on it by myself.
Well, you don’t need the editor. Only command line build tools, Unreal Automation Tool, Unreal Build Tool. That’s what the Editor itself is using to build projects: just runs those tools with appropriate command line arguments.
I understand this part: write the scripts, then do remote commands to Mac to build and publish.
But how do you build Unreal projects on Mac without having the Unreal on Mac, exactly?