use mac m1 max pro
UE5 AVP build long shot:
Anyone out there packaging for Vision Pro on Unreal Engine that has run into issues with cpp to swift step during build? I know iBrews and a few have succeeded but I’ve tried many revisions off GitHub and cannot figure out why I can’t build either in editor or Xcode on 5.5 or 5.4 off GitHub. Can build iOS just fine, using M2, and believe I have settings like A8 etc correct from this thread.
Attached images of my build failures in case anyone knows more. Thanks in advance.
I’ve been informed by iBrews after asking that he did not tick this checkbox. I believe this is part of the problem. Will keep trying when I get time.
Now that I finally have a new M3 Max MacBook Pro I’m also attempting to get this working. Running the released 5.4 preview I’ve toggled on all the ARKit and VisionPro plugins. Started a new project with VRTemplate. Platforms shows VisionOS (yay) but with the triangle exclamation point error: “The platforms SDK status was not returned from Turnkey”.
How can someone like myself - NOT a programmer/developer - just get this to simply work?
Seems like this is still not yet ready for prime time…
P.S. For starters, I’m really just interested in getting a fully immersive experience over to the headset, not concerned with AR at the moment. Is the goal with UE to not have to go through Xcode/Reality Composer Pro, but still be on Apple Silicon to get a project over to the Vision Pro headset?
The errors above were due to misunderstanding the Vision OS project setting that generated headers. I had ticked this due to it making the “Vision OS” build capability suddenly exist and assumed incorrectly it was needed.
Instead the solve was to simply tick on platform support. Then from there it was a process of working around some errors on Main and getting plist permissions in.
I plan to attempt this on a more stable engine with 5.4 source and I’ll try to update again. Thanks all.

UE5 Apple Vision Pro Devs: (There are dozens of us!) see my “Unreal Engine 5.4 VisionOS Build on Apple Vision Pro” post on medium if you want to make builds.
After getting a lot of interest after my 90fps thread I have put down the tested steps that got me there.
Let me know how it goes if you give it a shot!
Update: @stevetalkowski has helped greatly showing some blocks and got through to a build. Thank you again for the help and the doc is now fully gtg.
We just published a Quick Start Guide for AVP development!
Note that this is an experimental platform, and there’s work being done on GitHub that’s not going into 5.4.
This is great news! Just to clarify, I’m not seeing anything other than 5.4 Preview 1 in the launcher at the moment. I DID grab this version from Github and built it last night, following along to the Briggs step-by-step.
https://github.com/EpicGames/UnrealEngine/tree/5.4
Is this the version we should be using referenced in the Quick Start Guide Tutorial?
Exciting times!
Yes either 5.4 release branch or Main. I updated the tutorial to reflect that Preview 1 won’t work.
Thx. Also, I happen to be stuck during the Create C++ stage.
Message dialog closed, result: Yes, title: Message, text: Successfully added class ‘MyClass’, however you must recompile the ‘Second_AVP_test’ module before it will appear in the Content Browser. Failed to compile newly created game module.
Would you like to open the Output Log to see more details?
LogSlate: Window ‘Add C++ Class’ being destroyed
Any ideas?
Xcode 15.3 and VisionOS 1.1 tested after Epic’s Quick Start guide came out today. Document updated with the necessary changes and tested. Will keep going tomorrow. Good luck building!
Error:Failed to initialize ShaderCodeLibrary required by the project because part of the Global shader library is missing from
Unreal Engine Apple Vision Pro build guide now has a companion video up.
Walkthroughs and fully details the steps to make the VR Template build for your device.
Do you try to build to the Apple Vision Pro Simulator as well?
I get a Thread Exception when i try to use the Simulator.
I will test with the real device.
Thank you for sharing your knowledge!
Here the exact error:
[UE] Fatal error: [File:./Runtime/Apple/MetalRHI/Private/MetalRHI.cpp] [Line: 249]
This device does not supports the Apple A8x or above feature set which is the minimum for this build. Please check the Support Apple A8 checkbox in the IOS Project Settings.
You have to check the “supports apple A8” option in project settings to run on the simulator. I think currently you may also have to comment out the line of code that hooks up hand tracking, because the simulator does not support it.
Are we able to get all hand actions like finger tap through EnhancedInputAction at this time?
I’m confused about OpenXR inputs especially for the hand-tracking since there are too short of info online.
Skeletal hand tracking is supported in 5.4 (primarily through the blueprint GetMotionControllerData function). So one could implement a tap gesture. That and Head Orientation are the only input methods implemented now.
So, we have to determin what gesture player is doing by ourself using code/bp right now, if I’m right.
Are there any plans to abstract the standard gestures of AVP such as tap, pinch, etc. through EnhancedInputAction in the future, similar to getting InputAction by pressing buttons on controllers like Quest or Vive?