Switching between Mac/Windows. Creating Blend Spaces, and I was wondering if I could get the saved data from my mac and bring it over to my windows computer (I'm getting it back in a few days, so there's no point in continuing if I have to start again). Epic Games, Unreal, Unreal Engine, UE4, and their logos are trademarks. While building for iOS requires a Mac, using remote compilation means that a whole team that primarily uses Windows machines can build for iOS using one Mac. Mac Setup Enable Remote Compiling on the Mac using these steps from Apple.
Search by flair Guidelines. Read the before posting. Clearly state or summarize your problem in the title of your post. More detail about the problem, what you're trying to do and why.
What you've tried so far including screenshots of your work, Google searches, documentation pages etc. A big thank you and be courteous to people who try to help you. Latest Version Community Official links.
(via GitHub; must link account to subscription and be logged in). Tutorials Official Udemy courses Related subreddits Subreddit service. Personally, I swear by my PC. I built it myself over about 3 years and it continues to evolve according to my needs.
I've upgraded the storage, processor, graphics card, memory, and dozens of peripherals along the way. The ability to exchange parts and rebuild the entire system has made subsequent upgrades much more affordable and it allows me to keep my system up to par with top tier systems through the years. If you don't need the upgradability or ubiquity to that level, then it doesn't matter as much. Disclaimer: I'm a happy PC user.:) Mac vs PC is one of those debates that often deteriorates to the emotional, anecdotal and religious pretty quickly so be cautious of anyone with overly strong opinions about one or the other.:) There's no simple answer to this one IMO and, quite frankly, you'll probably be just fine with either.
And maybe the correct answer is to do a mix of both. Here are a few things to consider:. What other tools (Maya, Max, Quixel, Substance Designer, Photoshop, etc.) besides UE4 will your team be using, and how well do they work on Mac vs PC?. Do you work with any 3rd parties or contractors that use software that is Mac or PC only? What's the conversion process like?.
Is your IT team more comfortable supporting one platform over the other?. I haven't used the Mac version of UE4, but it would be good to look at things like feature support and performance, e.g. Do certain rendering features lag behind on the Mac? Do the UE4 forums (very good, btw) have many posts on Mac-specific problems vs PC-specific problems? Since it's a gaming engine, and the computer gaming world is largely PC-centric, it's not uncommon for Linux and Mac to lag behind on performance or features. What platform will your target audience be using? I once worked for a software company (not gaming) where the product's user-base was 95% PC but the dev team was 100% Mac.
The challenge is if your game has platform-specific bugs, but your dev team operates on a different platform than the bulk of your user-base, then your dev team is less likely to discover and fix those small bugs as they go. This puts a larger burden on QA, slows the development process, and ultimately leads to more bugs slipping into production. At the end of the day though, keeping your team happy is super important. Tools can factor a lot into that, too. Thanks for your awesome feedback, was some of the best.:D Since we are targeting all of the majors (PC, Mac, PS4, Xbox, etc) we it's not really something major we are looking at, especially if Apple uses a really good graphics card in their coming iMac or Mac Pro next week. As for software and transferring, we were really worried about this too, but after seeing IBM talk about how little it turned out to be (and quick research for us) it's amazing how much there really is for Mac now!
All our tools are available for Mac! This one is tricky, we have one developer who keeps saying 'PC MASTER RACE, MAC IS GARBAGE' and is being a pain. Understandable, but luckily instead of having to fill out tuns of paperwork for just him to have a PC, he is making it so we have to fire him anyways for other reasons (yay, less paperwork!). I was working on a 2013 iMac (780M, Quad Core, 32GB RAM) for a bit over a year on my hobby project, and the editor performance was passable most of the time but nosedives when using any of the drawdebug tools. This makes any kind of EQS debugging a complete pain in the ass.
Also the toolchain for hot reload would randomly break and I'd need to close the editor+xcode, wipe out the intermediate directory and regenerate the project files, then re-launch the editor. Then there was the focus bug in all the node editors which meant having to click twice every time you wanted to make a new node in blueprint/material etc. Because the cursor didn't autofocus on the node you just made. Sounds minor but very annoying.
That was unfixed for about 6 months at the start of this year. I honestly don't recommend using a mac as the primary development platform - Epic clearly don't dogfood it, and you'll end up doing your own support for things you don't want to be supporting. You could go with Mac but keep in mind you pay more and receive less graphics wise. If you're on a budget which most likely you are I think going with a mac is a mistake, perhaps go 50/50 let people choose what they are familiar with? There's no reason to force everyone to work on the same thing? I guess it makes sense if you're some small app dev, but if you're going to be making heavy pc games, going with a mac will backfire 6 months from now. Research the industry and see what other people use, I promise you it's not anything Apple.
Work on a Mac Pro (6-core, d500, 32GB ram) every day. Gotta say that for unreal engine and 3D in general, PC is leagues ahead. You'll probably find that even with the hardware refresh, apples hardware simply isn't as strong as a PC for the same price, and for 3D you want all the raw power you can muster.
I'm not sure how your debate went, but if they somehow managed to convince you that the platform with: A) Drastically weaker hardware B) Outdated and incomplete Graphics APIs C) No upgradeability except for RAM D) small marketshare(Unless you are building something Mac specific, its nice to test your Windows games on a windows machine.) Is somehow the go-to platform for UE4 developement, when what makes modern games run well is: A) Strong hardware B) Good, mordern graphics apis(and drivers) that let you use said hardware and you really should go for that marketshare. I've worked on PCs for years and Macs for years. With PCs it seems like random error messages and things inexplicably not working are a daily thing.
With Macs, things just always work, and in a more straightforward and streamlined way. Their biggest downside is having to learn Apple's way of doing things, but for the most part it's intuitive. PC's advantage is in the sheer customization you can do to them.
Mac's advantage is the the ease of daily workflow. I think both have an important place in a studio.
For Unreal, you should probably develop on PC if you want to develop for high end graphics cards. I'm pretty sure you then have to switch the project to Mac when you want to build for Mac or iOS.