I’ve been reading through documentation and threads, but couldn’t quite find the answer I’m looking for, as my case seems a little different.
What is a typical or recommended way of setting up Unreal 4 for a small team targeting iOS mobile platforms? More specifically, what is an ideal pipeline/workflow between software engineers (SEs) and content creators?
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Would an SE need to sync and build the UE4 source code available on gitHub just to make gameplay changes in C++ via the editor’s class wizard? (e.g. Adding a Pickup class in Visual Studio)… I’m still confused about what binaries are modified when updating gameplay code.
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Aside from committing gameplay source changes to P4, are SEs typically expected to submit binaries against these changes as well, for content creators without Visual Studio installed? And again, are we talking about updating all UE4 binaries (engine and editor)? I presume this doesn’t involve packaging the project itself, since that seems like something one would do purely to deploy for testing on HW…?
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Would switching purely to Mac hardware simplify everyone’s workflow (for SEs and content creators), since UE4 can’t build iOS code? Alternatively, does it make sense for just SEs to work on Macs for quicker/simpler iOS iteration? I understand that iOS code can be built remotely, but given the potential iteration rate on iOS HW (and intimidating setup instructions), does building remotely make sense?
This question ended up sounding quite convoluted
I would truly appreciate any input on an ideal setup for a group of iOS developers, or links to more detailed info (other than the common “Getting started” docs)
Thanks!