Experimental support is available for M2-based Macs, but disabled by default, and enabling it comes with caveats (see below for more details). Nanite relies on image atomics and forward-progress guarantees that Apple M1 devices may not support.For more details about this process, refer to this article in the documentation.Ī common question regarding Unreal Engine on MacOS is… what about Nanite and Lumen? The same blog post has details there as well: To create universal binaries when building the editor from source, you need to explicitly build with the “圆4+arm64” architecture selected, as command line builds default to the 圆4 architecture and Xcode builds default to the host machine’s architecture. Therefore, if you have an Apple Silicon device, the editor will automatically use native support for Apple Silicon. When you run an instance of the Unreal Editor through the launcher, it will use the slice appropriate for your device’s native architecture. Users downloading Unreal Engine through the Epic Games launcher on macOS will automatically receive a distributable that includes universal binaries. The biggest improvement is that from 5.2 and beyond, Unreal Engine from the Epic Launcher will ship with Universal Binaries, meaning it will support both Intel and Apple M1/M2 silicon.ĭetails on M1/M2 support in Unreal Engine 5.2 from the recent Unreal Engine on Apple platforms blog post: With the recent release of Unreal Engine 5.2 support for development on MacOS took a big step forward.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |