Debugging on the device. This is where the Mac really comes in handy. You can probably do this on Windows as well but it’ll cost money and be a sucky experience. Mac: plug your device into the Mac, open XCode, go to Window -> Devices and Simulators and find your device. Click “Open Console”. MetaHuman Animator enables you to capture a facial performance using just an iPhone and a PC and turn it into facial animation for your MetaHuman. You can use a stereo head-mounted camera instead of an iPhone to achieve even higher quality results. In this video, we’ll show you how you use MetaHuman Animator to turn an actor’s performance Unreal Engine (UE) is a series of 3D computer graphics game engines developed by Epic Games, first showcased in the 1998 first-person shooter video game Unreal. Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has seen adopted by other industries, most notably the film and television A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game). Provided that you notify us on time using the Release Form, you will only owe royalties once the lifetime gross revenue from that product exceeds $1 million USD; in other words, the first $1 million will be royalty Open the Apple Menu, then click System Preferences. Open Users & Groups . Click the lock icon, then enter your account name and password. Control-click your user name in the list of users, then choose Advanced Options . Click the Login shell dropdown menu, then set your shell to bin/bash instead of bin/zsh . Ok so, I was able to find what I think is a solution. I have very basic understanding about code signing but it seems that the same keys and certificates I was using on my MacBookPro were linked somehow to the provisioning file I was using. Moving the provisioning file on the iMac would work fine for Xcode because it would manage things automatically, unfortunate Lyra Starter Game is a sample gameplay project built alongside Unreal Engine 5 development to serve as an excellent starting point for creating new games, as well as a hands-on learning resource. We plan to continue to upgrade this living project with future releases to demonstrate our latest best practices. 1. Select the VCam component on your VCam Actor. 2. Click on the "Enabled" and "Lock Viewport To Camera" checkboxes to activate the virtual camera. Once the VCam is enabled - you should see the virtual camera HUD in the viewport - similar to the image below ( viewing from the Vcam in Cinematic Viewport mode) : 3. Second, in Unreal Engine 5.2 and later, sellers publishing Code Plugins on the Unreal Engine Marketplace will need to include universal binaries to be considered compatible with macOS. This will mainly impact code plugins that use third-party libraries, like Amazon’s Web Services library (lib.AWS), for example libaws-checksums.dylib. In the toolbar, click the arrow next to Launch to open the Launch Options menu and select the iOS device. This will start the iOS cooking process using the current map. While the project is cooking, the status will be shown in the lower right-hand corner of the UE4 editor like in the images below. When the project is done cooking and installed i8XGd.