That is excellent info and i was very excited to hear that i could package my game in native m1 mode. However, i’ve tried every which way and it doesn’t actually work. This could be project specific so it may work for others. If i use -architecture=arm64 like it says , it just complains that arm64(M1) is not supported and it’s going to build in x86(Intel) mode anyways. however, if i use -specifiedarchitecture=arm64 it will complain that MyGameEditor arm64(M1) is not supported but it will compile MyGame (No Editor) in arm64(M1) mode. Everything compiles appropriately but it still fails to package because it can’t find all of the .dSYM files (debug info files) for my project and the engine. Even in shipping builds it still tries to find them and it fails due to not being able to find them. If i change my Target.cs files to manually override the including of debug info, it won’t complain about not finding debug info but it will actually say the infamous “Launch was not setup to be included in binary build. please mark it as PrecompileForTargets.Any” and it fails to package. So, unless i’m not doing something correct (I’m litterally following that documentation page to the letter) M1 is not supported in any build of your game. If someone can get it to package for arm64(M1) please do let me know, i’m interested in testing the performance between the two builds of my game. Thank you all.
EDIT: It appears that it might work for source builds of the engine.
EDIT 2: I can confirm that it also does not work for source builds (6 hours to build the engine for nothing lol). Well, i guess just hope for proper M1 support soon
EDIT 3: Ok…So, Using visual studio code, i am able to compile UnrealGame to apple silicon (M1). Doing the same for my project, also works. So yes, with the Source version of the engine, you can indeed compile the engine and your game to native apple silicon, just not the Editor.