Apple platforms are somewhat neglected, and this not just by Epic Games. Neither Voice nor AudioCapture seem to work properly on iOS devices, and to find out via Unreal APIs whether a VPN tunnel is active on your iOS device is also not possible. That’s annoying, but there are workarounds. So I managed to solve the described issues by directly accessing the iOS hardware by the “Apple way” and used native Objective-C++ code.
All of this is needed for a plugin that I would like to publish on FAB at some point, and I am now wondering what objections Epic might have of using native Objective-C++ code, particulary in relation to memory management and thread safety. Does anyone have any experience with this?