I may be wrong, but I think that is talking about creating games that run on Apple Silicon, not building the editor/engine itself for Apple Silicon (i.e. the dev setup). Regarding the XCode GPU plugin, that is cool; didn't see that, thanks!
- Epic Launcher is using Rosetta
- Unreal Editor is using Rosetta (first launch took an hour or two, maxing out one core only)
- ShaderCompileWorker is using Rosetta
- Packaged project for macOS is using Rosetta
Yeah, at least it’s all working via Rosetta. When I first got my 13in MBP when it came out, I couldn’t get it to compile at all.
The editor runs pretty well actually. I did an unreal 5 build, and it was a bit laggy, but if you turn off Lumen and TSR for the viewport renderer, it’s a lot better. It’s definitely usable under Rosetta, but native would surely be a lot better.
Also, there's now an "Import Xcode GPU Debugger Plugin for Mac".
[1] https://docs.unrealengine.com/5.0/en-US/unreal-engine-5_0-re...