Build, deploy and debug Unreal Engine iOS games from Windows.
Unreal iOS, inside your Windows workspace.
Can you build, deploy and debug an Unreal Engine iOS game from a Windows workstation? With Ycode, the build, signing, deployment and debugging loop for the iOS target runs in the Windows workspace: compile and package the build, sign it for development, install it on a connected iPhone, attach LLDB and capture Metal frames. You configure the supported Apple SDK, toolchain and signing credentials; Epic's remote-Mac workflow remains available.
- Windows-side Unreal iOS builds
- Development signing from the workspace
- LLDB and Metal capture on a real iPhone
Ycode versus the standard Windows and remote-Mac workflow
| Capability | Epic's standard Windows workflow | Ycode on Windows |
|---|---|---|
| Edit the Unreal project on Windows | Yes | Yes, with UnrealLink editor integration |
| Compile and link iOS C++ builds | Mac required for signed C++ builds (Epic documentation) | Windows-side build workflow in the Ycode workspace |
| Sign and install on a real iPhone | Mac or remote build machine | Development signing and install from the Windows workspace |
| Debug on the device | Xcode on a Mac | LLDB in the Ycode workspace on Windows |
| GPU frame debugging | Xcode Metal debugger on a Mac | Metal frame capture and analysis in Ycode |
| Distributed compilation | IncrediBuild or Unreal Build Accelerator | IrisBuild distributed compilation, with UBA timelines in view |
Based on Epic's documentation for working on iOS projects from a Windows machine and on Ycode's Windows-side iOS workflow. Available features depend on the engine version, Apple SDK, signing setup and device. Epic documentation: Working on iOS Projects Using a Windows Machine
A shorter path to your next iteration.
Configure the iOS target
Install Ycode, set up the supported Apple SDK, toolchain and signing credentials, and select the iOS target of your Unreal project.
Build, sign and install
Run your usual Build or BuildCookRun command. The build is signed for development and installed on the connected iPhone from the Windows workspace.
Debug and profile
Attach LLDB from Ycode, set breakpoints in engine or game C++, and capture Metal frames on the device while it runs.
Different targets. A familiar workspace.
Debug iOS, Android and Windows apps simultaneously from one Windows workspace.
Platforms & devices
Game engines
Native code
Graphics & captures
LSP highlighting & completion
Write application code, scripts and shaders in one editor, with language-server-backed highlighting and completion for these additional languages.
- Rust
- C#
- Java
- Kotlin
- Python
- MetalSL
- Unreal Shader
- Unity ShaderLab
Language support describes editing features. Build, run and debugging support depend on the project's toolchain and target.
Windows is both the desktop host and a debugging target; iOS and Android are connected device targets. Ycode supports simultaneous debugging across all three. Setup and available features depend on the project, toolchain and target version. Download buttons list only published installers.
A few things to know.
Practical answers before you get started.
Can I build and debug an Unreal Engine iOS game from Windows with Ycode?
Ycode includes a Windows-side build, signing, deployment and debugging workflow for the iOS target of an Unreal project. You still need the supported Apple SDK and toolchain, appropriate signing credentials and a development-ready device; Epic's remote-Mac workflow remains available. Compatibility depends on the engine version, project, toolchain and iOS version.
Which build commands and signing modes does the workflow cover?
It follows your existing Build and BuildCookRun commands. Development signing is handled from the workspace with your credentials and provisioning profiles; distribution signing continues on Unreal's standard path. Supported engine versions depend on the current Ycode release.
Does this also cover Unreal Android builds and distributed compilation?
Yes. The same workspace builds and debugs Android targets, and IrisBuild can distribute eligible Unreal compile and shader tasks across your machines.
Bring your tools into one workspace.
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