Why should I continue my subscription?

I just bought an iMac with a 3.5GHz Intel Core i7 with 16 GB 1600 MHz DDR3 and a NVIDIA GeForce GTX 780M 4096 MB for game development with UE4, I bought my subscription and downloaded engine. I started reviewing getting started tutorial. I must say that blueprint tool and engine is really nice and have a cool image quality, effects and all that stuff. Good work.

reason I’m cancelling my subscription is because I wasn’t able to export to Android (looks like Android builds can only be made under windows) and second reason is that once I launch editor it gets more than 143% of CPU! 28 threads with just a basic scene and looks like complexity of scene does not have any effect, it consumes same CPU with matinee project or TappyChicken, with viewport closed it gets from 50 to 90% of CPU. CPU fan is fired right after a few second of using Unreal Editor, I wonder if that’s ok?

I’ve also evaluated Unity and it consumes at most 70% of CPU.

I’m open to help you debug this issue since I really liked UE4 Engine and would prefer to use it instead of Unity3D.

Please let me know if you need any data.

Regards.

Marco

Did you setup Android SDK?

Note that in OS X (as well as Linux) you don’t need device driver

Yes I installed Android SDK using TADP. I just uninstalled it and I’m installing it again. I’ll let you know if that worked. I also reinstalled UnrealEngine 4.4.3 I’ll let you know if that fixed problem.

That didn’t fix problem. I still can’t deploy to Android on Mac. I’ll try with new UE version 4.5

Hey Marco,

editor can use up a lot of your CPU on Mac. There are a few ways around this: closing Launcher, enabling Use Less CPU when in Background (Preferences > Miscellaneous), and making adjustments in Quick Settings > Engine Scalability Settings if your editor is performing slowly. There are a number of posts on AnswerHub that you can search for from users with different Macs that may help you get most out of editor on your Mac.

Deploying to Android from Mac is not currently possible with UE4. It is something we’re definitely planning for, and while we hope to have it this year, we do not have a specific time frame for it yet.

There is a possible solution for you if you use Bootcamp to install Windows on your Mac; you can use your subscription to install engine on both Windows and OSX sides. That way, you can develop in Mac environment and then move project to Windows side to deploy to Windows and Android.

It is still possible to develop games for mobile on Mac in anticipation of our future implementation of Android deployment on Mac, but I understand if this is not what you were hoping for. I will email you shortly to discuss options.