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Learning Unreal Engine iOS Game Development
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The first step is to get the engine running. Using Unreal Engine to build iOS games is a little different than using any other tool or engine out there, as Epic took a brave and awesome step by releasing its entire engine source code to its subscribers. We will see two different ways to get the engine running.
Downloading UE4 directly will ensure that you have an already compiled version of the engine. All that you have to do is just start using it. You can get it by following these steps:
You can go to the library and select an engine version (the latest should be the best; I'm running 4.3 while writing this book, as it is the latest one and was just released a few days ago) and start installing it. After you finish, you will see a new section called Engine Slots, which holds all the engine versions you are running via the launcher.
The GitHub version is not just a precompiled copy of the engine; it contains the full C++ source code of the engine, which means if you are a ninja coder and you want to add new features or fix the engine bugs and improve it, this is the best way to get your copy. Also, if you are a beginner in the engine world or a student who wants to learn more about the engine constructions, your best bet is to get the GitHub version:
GenerateProjectFiles.command
; otherwise you can run it's Windows equivalent, GenerateProjectFiles.bat
.UE4.xcodeproj
or a Visual Studio solution called UE4.sln
on Windows.After building, the Unreal Editor will run automatically. Whenever you want to run the Editor, you don't have to build it again; you just need to browse to the build location and open it. The location for Mac and Windows is as follows:
For Mac: UnrealEngine-4.3.0-release /Engine/Binaries/Mac/ UE4Editor-4.3.0.app
For Windows: UnrealEngine-4.3.0-release /Engine/Binaries/Win64/ UE4Editor.exe
Keep in mind that the final *.app
name might be different; it depends on the build type you made. Here, I made a debug engine build and my final engine application file was named Debug.app
by default, which I then changed to UE4Editor-4.3.0
. Feel free to change it; as long as you have different engine builds running at the same time, you will need to define them to avoid any confusion.
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