The hardest thing was that no one has done it before. Porting to iOS at this time forced us to step out of our "shell" that is the Unreal community and solve all of the issues ourselves.
For the most part, the game ported over fine, but in order to make the game sellable we had to tweak a lot of things (mainly to increase performance). Our changes went all the way down to the engine code.
Zooch
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