Hi Abbeysaurus,
The Mac software requirement is OS X 10.9.2 or later. Do you meet that requirement?
Hi Abbeysaurus,
The Mac software requirement is OS X 10.9.2 or later. Do you meet that requirement?
I have a late 2009 Macbook Pro and I’ve tried compiling and running UE4 on Windows 7 on Bootcamp and it works fine (a bit slow, but enough to play around and learn the engine) I managed to build the editor in Xcode with no problems, but when i try running the editor, the engine stops at “Compiling Global Shaders” and the status on Xcode shows “paused”
I’m aware my hardware is too old to run the engine, but it runs on Windows and not OS X. Is there a way for me to get the engine running? I just want to do rapid prototypes and deploy to iOS devices since Windows can’t deploy to them yet.
Yes, I’m running OS X 10.9.2 and Xcode 5.1.1
On Windows, in D3D certain features that are not supported by hardware, are emulated (in D3D, not in UE4). In OpenGL that’s not always the case and in OS X all the graphics cards that don’t support OpenGL 4.1 miss a few OpenGL features that we need. UE4 4.2 will contain experimental support for such cards - we disabled some stuff on them, emulated some other. By experimental I mean that we didn’t test this a lot yet and while some OpenGL 3.3 cards seem to work OK, other are extremely slow.
Thanks! I managed to get it running by running the UE4Editor app in the binary folder rather than running it from Xcode.