How does packaging work for multiple platforms?

Blueprints make sense. They run on a virtual machine, and will therefore work wherever the Unreal VM works. But for code we write ourselves, like say the Tank Aiming Component, how does that work across platforms?

My machine doesn’t have a toolchain setup to cross compile for Linux, or ps4. And all of that obviously isn’t included in Unreal (otherwise we wouldn’t HAVE to have Visual Studio’s build tools installed). So how does packaging actually work?

At least with the ps4 perhaps this will answer that: https://answers.unrealengine.com/questions/541940/workflow-to-get-ue4-project-to-ps4.html

I haven’t tried but basically there seems to be some hoops to jump through to get the ability to do so which kind of makes sense as you can’t publish to ps4 anyway without Sony’s full permission. Even after you finish the game, Sony decides if you can or not or what you need to improve before they accept it.

I assume for Linux, it would be advisable to build, install, and run the application on Linux for testing :wink: So as with their course 1 stuff showing how to have UE on Linux, you can build for Linux and then run and test the application directly there.

Is it possible to build for Linux directly from Windows? Possibly, but I’ve not tried. VS has option to build an executable for Linux and maybe that’s all that’s needed.

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Actually, for packaging Linux from Windows, see here

https://docs.unrealengine.com/en-us/Platforms/Linux/AdvancedLinuxDeveloper/LinuxCrossCompileLegacy

and here

https://docs.unrealengine.com/en-us/Platforms/Linux/GettingStarted

Apparently, its possible for Linux to not show up in the list until its setup correctly.

Interesting, thanks for the links :slight_smile:

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