![]() If I do the second, "File > Package Project > Mac", I'm only linked to this UE4 documentation-site:Īnd even though the address fields would suggest it would link to something, it just seems to be linking the entire documentation itself. But from what I understand, cooking content doesn't really make a standalone build right? If I go to my Output Log after doing this, it does say "BUILD SUCCESSFUL". The first one seem to cook something, but it never asks me where I want to save the cook, and in my project directory under "Build", I do get "Build > MacNoEditor", but all I see in that folder is "CookOpenOrder.log" and "EditorOpenOrder.log" and nothing else. Learning how to accurately represent the physical properties of materials with roughness and metalness masks can seem like a change from the way game engines worked last generation but can help keep materials consistent and believable across multiple lighting environments. RESULTS - Building the Mac version was almost twice as. There I got two options, either "File > Cook for mac" and "File > Package Project > Mac". This should definitely be worked with rather than against. In this video we develop a Mac and Windows based UE4 game showing you which one runs faster, and how good the editor works on both system. ![]() Hey, is there any tutorial of how to pack for mac? I didn't seem to be able to package it from my Windows computer, so I exported the entire project to a mac.
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