Note that the Epic Games launcher will continue to provide only the x86_64 binaries of Unreal Engine; users who want to try the arm64 version will need to build from source (https://github.com/EpicGames/UnrealEngine).
What does this mean and also ( the Github link isnt working clicked on it and it showed 404 error
If you want to use the native version you have to build it from GitHub because the Epic Games Launcher version isnāt that. You get the 404 error when you havenāt signed in to Github and havenāt authorized epic games. Guide to get in to GitHub: Unreal Engine on GitHub - Unreal Engine
Iām having a strange issue whenever i run Setup.command:
Unhandled exception. System.PlatformNotSupportedException: Thread abort is not supported on this platform.
at System.Threading.Thread.Abort()
at GitDependencies.Program.DownloadDependencies(String RootPath, IEnumerable1 RequiredFiles, IEnumerable1 Blobs, IEnumerable1 Packs, Int32 NumThreads, Int32 MaxRetries, Uri Proxy, String CachePath) at GitDependencies.Program.UpdateWorkingTree(Boolean bDryRun, String RootPath, HashSet1 ExcludeFolders, Int32 NumThreads, Int32 MaxRetries, Uri Proxy, OverwriteMode Overwrite, String CachePath, Single CacheSizeMultiplier, Int32 CacheDays)
at GitDependencies.Program.Main(String[] Args)
I tried cloning the release branch, downloading the zip from github but nothing.
Iām getting errors when building with Xcode 14.2. Consuming like 70gb of ram and swap. I ahve 32gb of ram on a Mac Studio M1 MAx. Should that be enough?
While digging around, Iāve found that enabling bUseModernXcode (in Engine/Config/BaseEngine.ini) fixes the issue and makes Xcode indexing work (I can use Jump to Definition). No idea why this isnāt enabled by default.
Unity work like a charm with apple silicon, it would be great if it was the same with Unreal Engine. Does anyone know if apple silicon support is planned one day?
Anybody have better luck using the new 5.1.1 with Apple Silicon? I hope itās more compatible now.
I felt a little encouraged about the future of Apple/Epic after Elon Musk had his run in with Apple. He was considering pulling Twitter from the Apple App Store and a few days later he was having a meeting with Tim Cook at Apple headquarters. A few days after Apple announces that the iPhone would be supporting side loading. This may be the workaround for Twitter to not pay 30% profit share to Apple AND it may also be the workaround for Epic to not have to pay the 30% to Apple that started their court battles for the last couple years.
I hope this finally helps sorts everything out for native support with Apple Silicon for Unreal. Tim Sweeney did announce on his Twitter that Unreal was being developed āWhole heartedlyā for Apple silicon.
soā¦ iām on i7 w RTX2070ā¦
planning to get a mac to test built for iOS using blueprint onlyā¦
coding is beyond me so any recommendation?
here is what my summary or question on the macbook pro 13/14/16/mac mini
anyone can free to share experience their Macās running UE4/UE5/UE5.1/UE5.1.1
MAC mini (M1/M2) 8gb/256ssd $599
maybe remote CLI compile iOS package from my intel lappie
but should i? im not a developer coding is gonna take some time
MAC mini (M1/M2) 16gb/512ssd $999
not sure if the can run the UE5.1(epic launcher ver.) with 16gb RAM
has anyone try this?
MAC mini (M2 PRO) 16gb/512ssd $1299
pretty sure this will run UE5.1(epic launcher ver.)ā¦
disk space should be sufficient if need to compile ue5 (M1 ver.)
MACBOOK PRO 13 (M1/M2) 8gb/256ssd $1299
maybe CLI compile iOS package
not sure if UE5.1(epic launcher ver.) can run with this base Mac
MACBOOK PRO 13 (M1/M2) 16gb/512ssd $1699
not sure if UE5.1(epic launcher ver.) even with increase RAM
anyone try it? with decent FPS?
MACBOOK PRO 14 (M1/M2 PRO) 16gb/512ssd $1999
pretty sure this will run UE5.1(epic launcher ver.)
seen youtube some tested with decent FPS 40-60
MACBOOK PRO 14 (M1/M2 MAX) 32gb/1TBssd $3099
knowing anything above this spec worksā¦ but NOPE i canāt afford(as a newbie developer) it
UE5 5.1 has worked decently for me as compiled from source on a M1 Pro MBP. Havenāt tested latest builds in a few months but I doubt it has gotten any worse at least.
HI There, I am a first yr student and just learning game design, I have only owned and used macs and so kind of locked into the ecosystem, I find myself here because I just bought a M2 16 " MacBook pro maxed out 32 cores, 96 GB memory, 2T SSD, thinking this can be my desktop but portable when I need it full of power to handle rendering tasks etc. so Iām in class and we are just starting to use unreal and then I find out about raytracing more in detail and that mac API is not supported to run lumens or nanite! then hearing about some legal drama and that possibly the reason! the public should not have to know or deal with this drama, because no matter the platform everyone should be able to use a product on their chosen platform! regardless of personal opinions and what someoneās personal preference is. a company should include everyone and itās actually in their best interest to do so! I have this expensive machine that is capable to handle a lot of processing and yes, I know itās not as much as what you get in a custom water-cooled PC workstation, but I am a student and need a powerful laptop that doesnāt sound like a jet engine that always needs to be plugged in to get performance! I need to use unreal in class yet apparently I have to try to write some xcode to get it to somehow work? and even then is a question! what about the people who want or are building IOS games? my question is, is there any real solid information that epic is working on releasing an optimised version for apple silicon? I as iām sure a lot of people would like to use unreal to its full potential, and not have the penalty of just because they have not subscribed to the NVidia tail chase, they canāt use the product. I just want to use the engine that they have provided the public to be used and it to work! so I can do my school work
Mac currently not being able to support raytracing acceleration has nothing to do with legal issues. Anyway, GDC23 is in a week from now, so lets see what that brings us AppleSilicon-wise. Other than that, your logic is awkward at best. If your school starts teaching 3DSMax, or SolidWorks, or something else never to be run on mac, then what?
I myself am looking forward to UE finally being fully AS native, but this does not rule out being reasonable.
Itās a pity , most macbook m1ās have 256 GB disk space , and mine has 512 Gb disk space. Iām sure Apple has started supporting UE ,and will support more games also, but they need to have an idea about how much disk space an UE development environment needs. At least one should be able to download and open UE sample projects. I really hesitate to read any article written about UE supporting Apple silicon, as Apple needs to change his mind in a significant way, say , to have enough disk space to install a game, their hardware suffers.
For anyone wondering, the binary version of Unreal is a million times better, at least in my experience.
When I was using the version built from source, performance wise was okay, but anything related to C++ was a pain. Now with the version from Epic Iām creating C++ classes instantly, getting real-time Intellisense and compiling inside of the engine takes no more than 5 seconds.
Itās literally mind blowing how good everything is performing right now. Also donāt forget itās still in Preview, so things are only going to get better.
Donāt hesitate, download the engine and try it yourself!
Out of curiosity, what kind of performance are you getting? Iām getting about 20-30 FPS on an M1 Macbook Pro 14 in the third person default. The higher end frames come from lowering scalabiltiy to high, disabling nanite, switching to legacy shadowmaps, and swapping lumen for SSGI. The results are considerably lower than I expected considering Iāve seen videos of UE4 running at much higher frames through rosetta.