How do I setup/use UDK Remote in UE4?

How to setup UE4 to use input from UDK Remote app?

Hey IhorM,

If you have downloaded the UDK Remote app from the iTunes store to your iOS device (iPhone, iPad, iPod Touch), you’ll need to have your device on the same network (via wi-fi) as your PC or Mac. When you launch UDK Remote, you’ll be prompted to add a Computer Addr, which will just be your PC or Mac’s IP address. Once you have filled in that info in the UDK Remote you should see the connections settings text in the bottom right of the screen (it will say if it is Connected or Waiting on Connections), and you should be able to use any of the Play options from editor in your project on either PC or Mac and pass in touch input. Keep in mind you will need to have Touch Inputs setup within your Level, blueprints, or code as well.

Hope this helps!

-Steve

Great answer. Not quite sure how IhorM neglected you a plus vote.

A few things have changed since this answer was written. The SlateRemote server (the component in the Editor and the game that accepts connections from the UDK Remote iPhone application) is now a plug-in.

In version 4.13 and earlier, the plug-in is enabled by default, but the server functionality has to be enabled in Project Settings → Plugins → Slate Remote → EnableRemoteServer

In 4.14 and later, the plug-in is disabled by default and needs to be enabled in the Plugin Manager (in the Misc section). Once enabled, the server functionality is enabled as well.

I’m a little late to the party here, but i’m running into a bit of an issue with this.

On Windows, we’re unable to package any project for iOS that includes plugins, yet need to enable SlateRemote to link up a device to test inputs from in-editor.

Currently i’m having to toggle the plugin, restart the engine and delete a bunch of intermediary files every time I want to push the app to my device. Is there some easier/faster workaround i’m missing here?

(…if you’re looking for the Plugins area in the editor…)

Edit → Plugins → Misc → Slate Remote (enable)

…then restart the editor when prompted.

…if on restart a dialog box asks:
The following modules are missing or built with a different engine version:

UE4Editor-SlateRemote.dll

Would you like to rebuild them now?

…say “yes”

Also, as a side note, it’s now called " Unreal Remote " on the iTunes App Store.