How do I cross-compile for MAC/OS X

I’m using UE4 source build 4.25 on windows and when I view the packaging platforms I have windows & Linux but not MAC. I have it marked asa supported platform but I can’t find a cross compile option for Mac

I’m pretty sure you have to compile for platform X, on platform X.

I think it’s also a licensing thing, you have to be on a mac to make mac code… :-/

I can cross compile for Linux on windows but I don’t have an option for Mac wondering if there is a Mac tool chain. Also other game engines like godot can compile for Mac on windows or Linux so maybe Ue4 can as well like it can with Linux

You’re thinking wrong, no license prevent one from compiling his code for any platform.
It’s just lacking of tools necessary in this particular case.

I see a reply from Epic staff here:

which says you need a mac, but it was a while ago…

XY problem.

The reason for this is that UE4 is lacking required tool.
The reason for UE4 to not have this tool is that no one had made it available yet.
There’s no reason why this tool could not exist, there’s no legal or technical obstacles.
However, for any thing to exist it must be made into existence in the first place.
And it wasn’t, so it doesn’t exist yet.

You are missing common sense.
Apple Macintosh is but a brand of Personal Computers.
And even if there was any hardware of software differences (there are none, bits and bytes and even CPU and GPU commands are the same), there’s nothing to stop one from being compatible with another.

Look, I speak Russian and I live in South Korea, yet it didn’t stop me from using English language.
You should stop listening to all these myths and learn a thing or two about computer science.

I’m probably missing something here ( could very well be ), but the hardware in a mac is often quite different from PC. I think the likelihood of compiling something on PC and getting it to work on a mac is pretty small.

Strangely enough, I do have a degree in computing science :slight_smile:

I don’t know the current state of device virtualization in any depth, and don’t really care. It may be quite possible to generate mac binaries on a Windows machine.

But, if you are developing anything you care about remotely and need to test it thoroughly, you’ll need access to target architecture. Both during development and after release.

If that’s the case, you might as well compile on there as well…

This doesn’t have anything to do with virtualization.
You just compile stuff differently.
The problem is that Epic made UE the way it makes stuff the way you’d need tools that are only available on apple computers.
Nothing prevented em to make UE to produce stuff the way it would be possible to use multiplatform tools for compilation, they just didn’t.

As a counter-example, you can build for GNU/Linux and for Android/Linux from under any OS, because all the tools necessary are available for every OS.

As for the testing, in an ideal situation you’d only need to verify your test environment once.
But UE is very far from ideal, so yeah.
Probably because of not enough degrees.

Closing this thread as it’s become quite a bit off-topic.