

- #UNREAL ENGINE 4 MAC REQUIREMENTS HOW TO#
- #UNREAL ENGINE 4 MAC REQUIREMENTS PLUS#
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The next section will go over how to actually write code around features like Game Center and iCloud. This will all come in handy later when it comes time to package or test your game.

In your project settings, go to Platforms > iOS, and set your Bundle Identifier to be your new Bundle ID. Create a new macOS app in App Store Connect and select your new bundle identifier.Create a Mac App Store provisioning profile.Be sure to select your newly-created app identifier, certificates, and devices.Create a Mac Development provisioning profile.
#UNREAL ENGINE 4 MAC REQUIREMENTS DOWNLOAD#

You can find Mac UDIDs via the System Report feature.Add any test or development Macs you own in the Devices section of the Certificates, Identifiers & Profiles page.Use it to create and download certificates for:.Locally, create a Certificate Signing Request.Create certificates for your account in the Certificates section of the Certificates, Identifiers & Profiles page.Note: if you already have a working app identifier for an iOS version of your game, you can auto-generate a Mac identifier for it by selecting the “Mac” capability from the iOS app identifier’s settings.
#UNREAL ENGINE 4 MAC REQUIREMENTS PLUS#

On the Mac App Store, your game can organically reach players who aren’t plugged into more games-focused digital stores.There are good reasons why anyone targeting a Mac release should consider doing this: To release Dodo Peak on Apple Arcade, we had to integrate with Apple’s Mac App Store ecosystem along with Apple services like iCloud and Game Center. One of the main selling points for Apple Arcade is that games work across all devices, including Macs. We’re the creators of Dodo Peak, a modern take on beloved arcade platformers from the 1980s.Įarlier this year, we had the privilege of releasing Dodo Peak as one of the launch titles on Apple’s new Arcade subscription service. By Moving Pieces Interactive Technical Director Kyle Erf Hi, folks! I’m Kyle Erf, the technical director at Moving Pieces Interactive, a small studio in Brooklyn, New York.
