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
A native workspace for code, devices, builds and GPU analysis.

Ycode versus the standard Windows and remote-Mac workflow

CapabilityEpic's standard Windows workflowYcode on Windows
Edit the Unreal project on WindowsYesYes, with UnrealLink editor integration
Compile and link iOS C++ buildsMac required for signed C++ builds (Epic documentation)Windows-side build workflow in the Ycode workspace
Sign and install on a real iPhoneMac or remote build machineDevelopment signing and install from the Windows workspace
Debug on the deviceXcode on a MacLLDB in the Ycode workspace on Windows
GPU frame debuggingXcode Metal debugger on a MacMetal frame capture and analysis in Ycode
Distributed compilationIncrediBuild or Unreal Build AcceleratorIrisBuild 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.

  1. 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.

  2. 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.

  3. Debug and profile

    Attach LLDB from Ycode, set breakpoints in engine or game C++, and capture Metal frames on the device while it runs.

Build and package Unreal iOS targets on Windows.

Ycode brings a Windows-side build workflow to the iOS target of your Unreal project: compile, link, compile storyboards and asset catalogs, and package the IPA from the workspace, using the supported Apple SDK and toolchain you configure. Epic's remote-Mac workflow stays available for teams that prefer it.

  • Compile, link and package from the Windows workspace
  • You configure the supported Apple SDK, toolchain and signing credentials
  • Compatibility depends on the engine version, project and iOS version
How it works
Unreal Engine Metal RHI C++ source open in Ycode on Windows with an iOS build target and inline symbol help
Unreal Engine Metal RHI C++ source open in Ycode on Windows with an iOS build target and inline symbol help

Sign and install on a real iPhone, from the same PC.

Development signing uses your Apple developer credentials, Team ID and provisioning profiles, with the connected device registered by UDID. Ycode installs the build, launches it and keeps the device screen, input and logs beside your project.

  • Development signing with your credentials and profiles
  • Install, launch and stream the device from the same workspace
  • Distribution signing stays on Unreal's standard path
Debug iOS on Windows
Ycode on Windows mirroring the connected iPhone and Android device side by side while the Unreal iOS build runs
Ycode on Windows mirroring the connected iPhone and Android device side by side while the Unreal iOS build runs

Debug engine and game code with LLDB. Then capture the frame.

Attach Ycode's LLDB-backed debugger to the Unreal process on the device: breakpoints, threads, call stacks, locals and watches with matching symbols. When the problem is in the rendered frame, capture Metal frames and inspect passes and resources, with AI analysis available next to the capture.

  • Breakpoints and call stacks in engine and project C++
  • Metal frame capture and resource inspection on the device
  • IrisBuild distributes eligible compile and shader tasks across your machines
Distributed compilation
LLDB debugging of an iOS build from the Ycode workspace on Windows
LLDB debugging of an iOS build from the Ycode workspace on Windows

Different targets. A familiar workspace.

Debug iOS, Android and Windows apps simultaneously from one Windows workspace.

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.

Create a Mix Studio account or sign in to download Ycode. Compare plans for feature access and device or build-node limits.

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