I didn’t mean to create a contention here, but frankly, the replies all point to what I consider a solution. While I may not have the optimum system for UE4, my specific system has a unique problem and that has to be dealt with and it’s clearly not a UE4 issue from your experiences. The type of problem I’m experiencing would probably be front page news for anyone with a Mac and would have been well discussed here. An example: Running the race game standalone, the window opens and it freezes the entire system for a couple of minutes, then the countdown starts, “3”, “2”-freeze for 15 seconds-“1” “go”, then you drive to the first turn, audio stutters and vehicle stops for 10 seconds… this continues as you progress through the demo. It’s a big problem and must be my system. I guess what led me astray in thinking it might be something about UE4, was that Unity and other things I use like Logic, don’t exhibit this sort of thing. I doubt that means anything though.
We will put this on my sons newer and frankly more reliable box today to see what we really should expect from UE4. We are quite sold on this engine after just a bit of playing with it. I gather from this thread that it’s quite doable to migrate. If a Mac Book Pro or iMac is capable of running it, the end user should be able to run our game on many consumer Macs. I’m assuming any reasonable PC should handle it too. Thanks very much for the info.
On the issues you were discussing, it is nice to keep a single box that can do most of your work and I have Xcode, Mono, Logic (music and sound work) and Virtual Box SoC development stuff I do on my mac. Would be quite painful to switch to a PC just because of the level of change, but I can see that I will need to do some Visual Studio anyway when we get ready to release, and of course, will need a PC for testing.