Unreal Engine supports publishing to iOS, iPadOS, and tvOS devices. Developing for these platforms requires some specialized setup: a Mac computer is required to make signed builds for C++ projects, though Windows users can ship Blueprint-only projects without one. You must also use Xcode to debug builds on Apple devices.
This section covers the full development workflow for Apple platforms — from setting up your devices and managing provisioning profiles and signing certificates, to debugging and profiling your project with Apple's tools. It also includes guidance for Windows-based teams, platform-specific features, and advanced topics such as iOS app extensions, asset packs, and optimizing packaged game size. Although iOS and tvOS workflows are mostly the same, these guides cover the differences between them.
Getting Started
Provisioning Profiles and Signing Certificates
Create a Provisioning Profile and Signing Certificate so you can package iOS, iPadOS, and tvOS applications.
Connecting to tvOS Devices
Set up your testing and debugging pipeline for tvOS connecting over a local area network.
iOS Quick Start Guide
Set up an Unreal Engine project for iOS, tvOS, or iPadOS.
iOS and tvOS for Windows Users
Remote Mac Builds
Do part of your compilation on a remote Mac from a Windows machine.
Windows Metal Shader Compiler
Use the Windows Metal Shader Compiler for iOS
Development Guides
Working with iOS Input
Guidelines for working with external input devices in iOS, tvOS and iPadOS 14 and later
Localizing plist and NSLocalizedString
Identify strings in your project code that need to be translated.
iOS Launch Storyboards
Setting up launch screen storyboards in your Unreal Engine projects for iOS
Using In-App Purchases on iOS
Using in-app purchases to offer additional paid content for your iOS game.
Packaging and Publishing
Debugging
Accessing Logs and Crash Reports on iOS and tvOS
Download and read iOS and tvOS logs and crash reports either directly from device or from TestFlight.
Debugging iOS Projects With Xcode
Use Xcode to launch your project on device and debug with break points and LLDB commands.
Using Remote Session Plugin for iOS Development
Replicate inputs from an iOS device on your PC for testing.
Using the Xcode iOS Simulator
Use Xcode's iOS Simulator to test your project on various iOS devices without using a physical device.