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
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