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Unreal Engine 4 is available for Win10 UWP app dev now

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    Yes you are right Jimbohalo10. First and foremost it was about creating a running app via the Unreal Engine Editor. Because there are many obstacles. You are quite right with the app signing. This is a little more complicated but feasible


    #UPDATE

    Ill build a 32bit UWP APP for Xbox One(S)
    Video later that Day
    Last edited by N500; 02-01-2017, 08:15 AM.

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      Originally posted by N500 View Post
      Yes you are right Jimbohalo10. First and foremost it was about creating a running app via the Unreal Engine Editor. Because there are many obstacles. You are quite right with the app signing. This is a little more complicated but feasible

      #UPDATE

      Ill build a 32bit UWP APP for Xbox One(S)
      Video later that Day
      Thx !!

      Can't wait

      Comment


        i dont mind an offline for hololens dev

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          Thanks to this fork, I was able to run the UWP application I created with UE4.
          How do you actually use this UWP application with HoloLens?
          Or is there a way to run Holographic App?

          Comment


            running from editor keeps failing

            when i try to run my project from the editor it failed, anyone has an idea?
            Attached Files

            Comment


              Just an update on the ARM branch: I'm still working on shaders, but it's going slowly. Turns out D3D feature level 9.3 is a bit more restrictive than even OpenGL ES 2. My plan of using the SP_PCD3D_ES2 shader platform didn't pan out because it was actually made to be compiled as feature level 4.0 (D3D 10) and does lots of things that aren't supported in FL 9.3 (equivalent to D3D 9.0c). I ended up adding a new shader platform (SP_PCD3D_SM2) and I'm gradually getting more and more shaders to compile.

              One big issue with FL 9.3 is that it specifies only 32 constant registers for pixel shaders (in OpenGL they're called "uniforms"), while OpenGL ES 2 doesn't specify any specific number. Pretty much every GL ES2 hardware has at least 64 uniforms (the Adreno 305 in the Lumia 520 has 224 uniforms). I am currently compiling the shaders for SM2 with validation disabled (which disables checking for too many const registers), but I'm not sure if they'll work during runtime (whether the driver actually enforces the constraint). There there are issues with unsupported semantics, which mean I'll have to modify a bunch of shaders to do things pass vertex position in a texture coordinate.

              So, this will take a while. The good thing is that, when I'm done, the SM2 shaders will also be usable on normal PC builds and should be really fast on low-end hardware like older Intel GPUs, which can be great for simpler games or 2D games.
              Last edited by manoelneto; 02-08-2017, 12:28 PM.

              Comment


                Originally posted by alwei View Post
                Thanks to this fork, I was able to run the UWP application I created with UE4.
                How do you actually use this UWP application with HoloLens?
                Or is there a way to run Holographic App?
                Yes you need Windows 10 Anniversary Professional with Hyper-V threading enabled.
                 You have to install the Holographic tools at https://developer.microsoft.com/en-u...tall_the_tools

                The you have to use the Visual Studio 2015 to Deploy to the HoloLens Emulator.
                Good luck on that it almost always fails first time, you will need to build the Vc++ template
                to get the emulator running for the first time and "Run as Administrator" to set up your
                environment.
                Its not easy

                Oh the new Windows Holographic Occluded headsets release soon, which will be a game changer as
                the will be about $300 as opposed to $3000 for HoloLens Device.

                When that's released we will get a new upgrade for HoloLens and all Holographic software embedded in Windows 10!!

                 

                Comment


                  Originally posted by alwei View Post
                  Thanks to this fork, I was able to run the UWP application I created with UE4.
                  How do you actually use this UWP application with HoloLens?
                  Or is there a way to run Holographic App?
                  I should have posted a cross link to Microsoft Holographic Support forum https://forums.hololens.com/discussi...ololens#latest

                  Comment


                    Originally posted by Jimbohalo10 View Post
                    Yes you need Windows 10 Anniversary Professional with Hyper-V threading enabled.
                     You have to install the Holographic tools at https://developer.microsoft.com/en-u...tall_the_tools

                    The you have to use the Visual Studio 2015 to Deploy to the HoloLens Emulator.
                    Good luck on that it almost always fails first time, you will need to build the Vc++ template
                    to get the emulator running for the first time and "Run as Administrator" to set up your
                    environment.
                    Its not easy

                    Oh the new Windows Holographic Occluded headsets release soon, which will be a game changer as
                    the will be about $300 as opposed to $3000 for HoloLens Device.

                    When that's released we will get a new upgrade for HoloLens and all Holographic software embedded in Windows 10!!

                     
                    I appreciate your explanation.
                    I understand that HoloLens support is not enough yet.
                    I will try it from the document prepared by Microsoft little by little.

                    Comment


                      Originally posted by quintendc View Post
                      Hi,

                      Is it possible to make a UWP multiplayer game with blueprints?

                      Thanks in advance,
                      Just like you can make a traditional UE4 multiplayer game with blueprints, you should be able to do it just fine with the UWP fork.

                      Originally posted by alwei View Post
                      Thanks to this fork, I was able to run the UWP application I created with UE4.
                      How do you actually use this UWP application with HoloLens?
                      Or is there a way to run Holographic App?
                      Once you get the UWP fork up and packaging, etc., you can package for UWP32 and it will install/deploy on a HoloLens (real or emulator) no problem. The performance differs GREATLY between emulator and device.

                      Without any plugin work or engine work, you will not be able to render to holographic space. The apps will be traditional 2D 'slate' apps. To get UE4 to render holographically, an AR plugin would be the best route, similar to how VR support is provided via Plugins. I started to develop a HoloLens plugin, but had to redirect my focus elsewhere before getting much accomplished. I hope I'll be able to hop back into dev on this sometime in the near future.

                      Comment


                        Hey guys, any idea if/when VR will make it to UWP? It's pretty obvious Oculus supports VR in UWP (MinecraftVR), any ideas as to what we would have to do to get it working?

                        Comment


                          Originally posted by mdhananjay View Post
                          Hey guys, any idea if/when VR will make it to UWP? It's pretty obvious Oculus supports VR in UWP (MinecraftVR), any ideas as to what we would have to do to get it working?
                          Cant see what your post has to do with UE4 UWP but however your idea was completed and ssssoooo last year!, and as you know, the world moves quickly on https://mojang.com/2016/08/minecraft...us-rift-today/ and in the Windows Store https://www.microsoft.com/en-us/stor...a/9nblggh2jhxj

                          Comment


                            Hello there [MENTION=1455]DaveVoyles[/MENTION] , [MENTION=494622]jsyarrow[/MENTION] and [MENTION=292724]Adasi[/MENTION] !

                            I hope you've all been well. I wanted to check in on any progress on Hololens Holographic API integration for UE4.
                            I've been doing development for the Hololens for a couple clients lately and while the Unity integration helps get the work done, working in Unity feels positively backwards when compared to the control and flexibility that I have with UE4.
                            Any information regarding this would be greatly appreciated !

                            Kind Regards
                            MrNexy

                            Comment


                              Has anyone been successful / is it possible to run an unrealengine based app on windows 10 mobile?

                              Comment


                                Originally posted by Jimbohalo10 View Post
                                Cant see what your post has to do with UE4 UWP but however your idea was completed and ssssoooo last year!, and as you know, the world moves quickly on https://mojang.com/2016/08/minecraft...us-rift-today/ and in the Windows Store https://www.microsoft.com/en-us/stor...a/9nblggh2jhxj
                                Obviously, in an Unreal engine forum, I meant VR in the UE4 UWP branch.....it does not work currently.

                                Comment

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