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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    Also, can you tell me why Solution Explorer shows 2015 when I don't have 2015 installed?

    The Generate Solution Files does the same thing for the UE solution unless I use the command line along with the -2017 switch, at least that is what I think it is. Visual Studio shows normally, at least from my perspective, when viewing UE4, there is no added qualifier such as that shown in the attached image. At a minimum it is annoying but does leave me concerned, especially when I can't load my project with the UE4 Editor (UWP build), and I don't have it installed.

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  • replied
    I'm getting a different error:

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  • replied
    Is this board still going?

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  • replied
    So I have redone the build from engine a 3rd time Hoping to see what I did wrong , but still same issue. I have a project that was already made that I converted like it asked me. I Hit f5 and the editor launches. This is all good so far i believe. The problem comes because my game does not show up in the solution explorer like documents say it should anyone have idea whats going on. Also sorry if this has been re-posted I have tried writing this a view times but it never shows up.

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  • replied
    I followed all steps to build the engine from source, but now I noticed that in the solution explorer I am missing the Game folder that should be Under Engine and Programs in Visual Studios 2017. Did I do something incorrect.

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  • replied
    Originally posted by fkrstevski View Post

    Looks like Windows 10 SDK has moved to an exclusive versioned folder. I had to install 14393 to get it working. Is that the correct approach? Or should the newer versions be moved up to UnionMetadata?
    Turns out that we were missing a trailing .0 when looking for the file in the versioned folder. Should be fixed in latest; with any luck that should eliminate the need to install 14393.

    A few other changes related to diagnosing SDK and compiler related issues just went in too. I hope these will make getting started a bit easier. Should also 'fix' the problem with D3D12 and 14393 (I just took the easy way out and only allow D3D12 when your Windows SDK has the headers required by the current RHI).

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  • replied
    Originally posted by jsyarrow View Post
    Evenios - the original error you posted looks rather like UE can't locate the Windows 10 SDK. The build system is not finding Windows.winmd, which typically is in [Program files(x86)]\Windows Kits\10\UnionMetadata (or somewhere like that). But I wonder whether the 16299 SDK has moved it exclusively to a versioned folder? Which could be a problem if that's the only SDK you have installed.

    On Xbox One you might want to make sure that your project is being categorized as a game on the Xbox. You can highlight your app in Dev Home, press the View button, and then select View details. If the App type says 'App', then you have limited access to system resources. Changing that to 'Game' will allow you to use more of the hardware. And if you end up submitting to the Windows Store, make sure your submission is marked as a game to get the same resources in a retail scenario.

    Note that to take full advantage of the GPU on an Xbox One UWP title flagged as a 'game' you must use D3D12. But the current code in the fork runs into problems when using the D3D12RHI on Xbox. I hope we'll have a fix for that in the future.


    Jerry.Richards - no plans to release the project source. It's an Xbox One XDK project which creates some restrictions and also makes it less useful to the internet at large. XDK developers in particular may see (or have already seen) selected elements of the work appear in some of our developer outreach materials.
    Looks like Windows 10 SDK has moved to an exclusive versioned folder. I had to install 14393 to get it working. Is that the correct approach? Or should the newer versions be moved up to UnionMetadata?

    Leave a comment:


  • replied
    Originally posted by fkrstevski View Post

    Make sure to enable the OnlineSubsystemLive plugin for your title:
    - To do this I set EnabledByDefault to true for \Engine\Plugins\Online\OnlineSubsystemLive\OnlineSubsystemLive.uplugin
    - I added OnlineSubsystemLive to PublicDependencyModuleNames for my project, inside Project.Build.cs file
    - Finally I added the following to my project's DefaultEngine.ini

    [OnlineSubsystem]
    DefaultPlatformService=OnlineSubsystemLive

    Once I build my project I get a bunch warning and errors, please see attached image. Any ideas?

    If I remove the dependency to OnlineSubsystemLive inside my build.cs file it compiles just fine.
    Those errors look like you're building OnlineSubsystemLive for an Editor configuration. To avoid this, you should remove the reference from your build.cs and instead enable the plugin by listing it in the plugin collection in your uproject. That should make sure it's only on for the proper platforms and configurations.

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  • replied
    Originally posted by ZeJudge View Post

    Hi jsyarrow,

    Thanks for the information before, I'm almost there with a complete compile although I'm now receiving the following error:

    Code:
    cl : Command line error D8004: '/FU' requires an argument
    Using the latest Windows 10 SDK. I have both VS2015 and 2017 installed and compiling with either has the same result. What would you suggest?

    Thanks,
    Jon
    Ok, this was caused by a typo in the generated command line options for me.

    The end of the build command looked like this "-waitmutex-2017", instead of "-waitmutex -2017". I've been compiling with a custom script since then, but I believe one of the recent commits fixes this issue.

    The one crazy caveat, though, is that you must delete Intermediate and Saved before attempting to build again!

    -Brandon

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  • replied
    Originally posted by jsyarrow View Post

    I actually do see that error if try to build the entire sln. But typically I don't do that - mostly I just build specific pieces relevant to UWP dev (primarily game projects and UAT, with the other necessary bits coming in via the dependency chain).




    The fork contains an OnlineSubsystem implementation that targets Xbox Live. While it's not primarily intended for Creators Program titles you should still be able to get some benefit out of it. Make sure to enable the OnlineSubsystemLive plugin for your title, fill in the Xbox Live related fields in the UWP page of Project Settings, and ensure that your app's final identity matches what's shown in Windows Developer Center (you can use the Package/Identity/Name and Package/Identity.Publisher fields in the UWP Project Settings page to control this in a platform-specific way). Once the configuration is done you should be able to use that Show External Login UI node. And if you hit issues there's a fair amount of good info sprinkled around earlier pages of this thread.
    Make sure to enable the OnlineSubsystemLive plugin for your title:
    - To do this I set EnabledByDefault to true for \Engine\Plugins\Online\OnlineSubsystemLive\OnlineSubsystemLive.uplugin
    - I added OnlineSubsystemLive to PublicDependencyModuleNames for my project, inside Project.Build.cs file
    - Finally I added the following to my project's DefaultEngine.ini

    [OnlineSubsystem]
    DefaultPlatformService=OnlineSubsystemLive

    Once I build my project I get a bunch warning and errors, please see attached image. Any ideas?

    If I remove the dependency to OnlineSubsystemLive inside my build.cs file it compiles just fine.
    Click image for larger version

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    Leave a comment:


  • replied
    Originally posted by ZeJudge View Post

    Hi jsyarrow,

    Thanks for the information before, I'm almost there with a complete compile although I'm now receiving the following error:

    Code:
    cl : Command line error D8004: '/FU' requires an argument
    Using the latest Windows 10 SDK. I have both VS2015 and 2017 installed and compiling with either has the same result. What would you suggest?

    Thanks,
    Jon
    I haven't had a chance to try it myself, but you might find the change in this PR helps diagnose the issue.

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post

    We've picked up some changes to the DX12 RHI that rely on newer (post-14393) versions of DXGI. For desktop these are included in the ThirdParty folder, but for UWP we try to get everything from the Windows SDK and 14393 doesn't have what's needed. Later SDKs, however, are not supported with VS2015, which would explain why your attempt to upgrade didn't fix the problem. I only recently became aware of the issue and I'm still thinking about what the best path forward is. In the meantime to workaround your problem you can either upgrade to VS2017 (most future-proof) or else make some engine edits to avoid compiling the D3D12RHI (assuming DX11 only meets your needs).
    Hi jsyarrow,

    Thanks for the information before, I'm almost there with a complete compile although I'm now receiving the following error:

    Code:
    cl : Command line error D8004: '/FU' requires an argument
    Using the latest Windows 10 SDK. I have both VS2015 and 2017 installed and compiling with either has the same result. What would you suggest?

    Thanks,
    Jon

    Leave a comment:


  • replied
    Originally posted by DenisDubinin View Post
    Please help

    Build game for UWP issue

    Code:
    Severity Code Description Project File Line Suppression State
    Error Failed to start local process for action ("The system cannot find the file specified"): C:\Program Files (x86)\Windows Kits\10\bin\x64\makepri.exe createconfig /cf "C:\Users\dubin\Documents\Unreal Projects\UWP_FPS\Intermediate\Deploy\priconfig.xml" /dq en /o UWP_FPS C:\Users\dubin\Documents\Unreal Projects\UWP_FPS\Intermediate\ProjectFiles\EXEC 1
    Same when I try to build for UWP32, UWP64 and same when I try tu build in Visual Studio

    I'm using VS 2017, Windows SDK '10.0.16299.0'
    It is going to work after installation old Window SDK
    Windows 10 SDK (ver. 10.0.14393.795) and Microsoft Emulator for Windows 10 mobile

    Leave a comment:


  • replied
    Please help

    Build game for UWP issue

    Code:
    Severity    Code    Description    Project    File    Line    Suppression State
    Error        Failed to start local process for action ("The system cannot find the file specified"): C:\Program Files (x86)\Windows Kits\10\bin\x64\makepri.exe createconfig /cf "C:\Users\dubin\Documents\Unreal Projects\UWP_FPS\Intermediate\Deploy\priconfig.xml" /dq en /o    UWP_FPS    C:\Users\dubin\Documents\Unreal Projects\UWP_FPS\Intermediate\ProjectFiles\EXEC    1
    Same when I try to build for UWP32, UWP64 and same when I try tu build in Visual Studio

    I'm using VS 2017, Windows SDK '10.0.16299.0'

    Leave a comment:


  • replied
    Originally posted by Jerry.Richards View Post

    That was my first thought too. I'm assuming you're not encountering the error.
    I actually do see that error if try to build the entire sln. But typically I don't do that - mostly I just build specific pieces relevant to UWP dev (primarily game projects and UAT, with the other necessary bits coming in via the dependency chain).


    Originally posted by fkrstevski View Post
    Whats the best way to use Xbox Live? Do we implement everything inside C++ with VS from here:
    https://docs.microsoft.com/en-us/win...-visual-studio

    or do we use built in functionality like the Blueprint node "Show External Login UI"
    The fork contains an OnlineSubsystem implementation that targets Xbox Live. While it's not primarily intended for Creators Program titles you should still be able to get some benefit out of it. Make sure to enable the OnlineSubsystemLive plugin for your title, fill in the Xbox Live related fields in the UWP page of Project Settings, and ensure that your app's final identity matches what's shown in Windows Developer Center (you can use the Package/Identity/Name and Package/Identity.Publisher fields in the UWP Project Settings page to control this in a platform-specific way). Once the configuration is done you should be able to use that Show External Login UI node. And if you hit issues there's a fair amount of good info sprinkled around earlier pages of this thread.

    Leave a comment:

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