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Prysm supports Android and iOS platforms.

However, there are known issues on mobile platforms, described in the Known Issues section.

In order to build UE Projects with Prysm for Android and iOS platforms, you have to follow the standard UE mobile workflow for the chosen platform and engine version.

Building for Android requires Android SDK, NDK and JDK that are installed using Android Studio and UE scripts.

You can follow the UE provided tutorials for setting up the required software for this platform:

Building for iOS requires Mac with up to date XCode and iTunes.

For more information on the SDK requirements, please visit the UE4.27 and UE5 release notes.

You can follow the UE provided tutorials for setting up the required software for this platform:

On Android and iOS, V8 is statically linked into the game, which means it may allocate memory using its own internal allocators, but deallocate it through FMalloc. If allocation and deallocation don’t use the same allocator, this can cause heap corruptions. To prevent this, we use the Ansi Allocator.

In Unreal Engine 5.5 or earlier, you need to add GlobalDefinitions.Add("FORCE_ANSI_ALLOCATOR=1"); to your project’s Target.cs file. Additionally, this requires using a source engine as it can’t be applied to the precompiled binary engine.

Starting with Unreal Engine 5.6, you can enable the Ansi Allocator by setting StaticAllocator = StaticAllocatorType.Ansi; in your project’s Target.cs file. This works with both source and binary engines.