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As someone that works at an Unreal Engine shop, you have absolutely no idea what you're talking about.
by banachtarski 6y ago
As someone that works at an Unreal Engine shop, you have absolutely no idea what you're talking about.
- TheNorthman 6y agoAs someone that works at an Unreal Engine shop, you have absolutely no idea what you're talking about.
- ED_Radish 6y agoAs someone that doesn't work at an Unreal Engine shop, I have absolutely no idea what I'm talking about
- deleted 6y ago[deleted]
- dang 6y agoOK, but please don't post a personal attack with zero information. Instead, post information with zero personal attack. Then the rest of can learn something. The problem with berating someone for being ignorant—even if they are ignorant—is that it poisons the commons. (Edit: besides, of course, it not being nice.) https://news.ycombinator.com/newsguidelines.html https://news.ycombinator.com/newsguidelines.html
- banachtarski 6y agoApologies. The injunction ended up passing such that the tooling was not in fact revoked by Apple. Epic relies heavily on deploying Fortnite in order to test the Unreal Engine at scale. Fortnite itself is, in some sense, the test bed from which many improvements and fixes are carried back to the mainline engine. Any studio or publisher relying on the Unreal Engine to deploy to iOS or MacOS would be more or less immediately effected, especially given the volatility of Apple's APIs.
- xsmasher 6y agoCan you explain? How was your shop targeted directly by Apple?
- banachtarski 6y agoSure. It's honestly not even a stretch. Any studio that depends on UE4 to deploy to Apple hardware would have been affected if the injunction did not go through. If Epic doesn't have access to tools for UE4 or even just Fortnite (which is used to test UE4 in the wild), that means we have to spin up an internal team dedicated to the maintenance of iOS/MacOS features. People underestimate just how vast the surface area is for a game engine interoperating with the platform, and all features currently in progress would need to be manually ported/tested (file i/o, rendering, audio, networking, changes to the store API, notifications, etc). It's monumental and for many studios, not something anyone budgeted for.