![Unreal for mac Unreal for mac](https://docs.unrealengine.com/portals/0/images/Programming/Development/BuildingUnrealEngine/configMenu_updated.png)
Eagerly following this! Like you, my big windows rig would be ideal to develop from. The macs I had around all ended up being the last version (mid 2011) to sadly longer be supported to run the editor (since Epic dropped OpenGL support in lieu of Metal), which also seems to have cutoff any attempt to use a VM solution (unless you find one that supports a GPU). I don't wish to purchase a new mac either, so have a bit of a corollary situation. AFAIK, the only way to build c projects for iOS is from Xcode on a mac. Seems like BP projects could be dev'd and packaged from windows for iOS without a mac involved. I don't know if that allows for debugging support, or if it's just a packaging process.
Now - to add in ARKit? What would that experience be like in the editor on windows? I'm afraid that our prescribed windows-only course may be to work with BP-only projects and use the one ARKit component that aligns the world. And kinda do it blind in the editor with some form of PIE. Then as it's a BP project, use the iOS packager to deploy from windows.
MAYBE there's a trick to dev on windows and remote build to a mac (command line without the editor) with a connected iOS device. And in my dream that is fast and allows for debugging back through to windows;-) At the moment the ARKit bits are only available in the dev arkit branch of the engine on github, until 4.17 is released.
![Unreal engine build for mac on windows store Unreal engine build for mac on windows store](/uploads/1/2/5/4/125409299/124829605.jpg)
Microsoft has developed Universal Windows Platform (UWP) support for Unreal Engine 4, and has released the source code on GitHub as a fork of Epic Games' UE4 repository.
I haven't tried to build that branch on windows yet to see what the development or PIE experience is like, or if the new project type is even available. Have you by chance tried that?