Announcement

Collapse
No announcement yet.

Unreal Engine 4 is available for Win10 UWP app dev now

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by samdax View Post
    Hi, just one question

    I making a test to pack a sample app to UWP. Everything works but when i try to run the app on windows it says that i need a trusted certificate.

    I generate one in the Unreal options and it appears in the folder of the app.

    I add the cerfiticate and it's appears as ok, but still not working the app. Still says i need a trusted certificate.

    I need the app for internal use, not for publish on the store.

    what can i do?

    thx!!
    Have you tried these things:
    - Enable Developer Mode in the Windows Settings
    - When adding the certificate (double click on the certificate), select "Install Certificate", then "Local Machine", select "Place all certificates in the following store" and when browsing, select "Trusted People" and continue. Just adding the certificate with the default options might not be enough, this is just how I've always done it.

    Leave a comment:


  • replied
    Hi, just one question

    I making a test to pack a sample app to UWP. Everything works but when i try to run the app on windows it says that i need a trusted certificate.

    I generate one in the Unreal options and it appears in the folder of the app.

    I add the cerfiticate and it's appears as ok, but still not working the app. Still says i need a trusted certificate.

    I need the app for internal use, not for publish on the store.

    what can i do?

    thx!!

    Leave a comment:


  • replied
    Originally posted by MiguelCartaxo View Post
    So I manage to figure it out. If I right click on my project and go to Properties->Debugging, the "Debugger To Launch" option was "Unsupported Debugger" I clicked it and changed it to "Local Machine", it was the only one that I managed to get it working simco50 is this the same option you use or do you really use "Local Windows Debugger"? That gives me error crashes saying I had missing dlls, which is what happens when I launch the exe directly. Now the only thing that's bothering me is that even though "Local Machine" works great, I cant set breakpoints, it says in the breakpoint that the symbols are not loaded, any idea? Thanks.
    Sorry my bad, it should say "Local Machine". Good catch.
    The reason your breakpoints don't hit is because Visual Studio is not looking at the right place for symbols.
    In Visual Studio's toolbar go to: Tools > Options > Debugging > Symbols. Add a new entry with the following path: YourProjectFolder\Binaries\UWP64\
    Save that and the next time you launch, it should load the symbols.

    Leave a comment:


  • replied
    So I manage to figure it out. If I right click on my project and go to Properties->Debugging, the "Debugger To Launch" option was "Unsupported Debugger" I clicked it and changed it to "Local Machine", it was the only one that I managed to get it working simco50 is this the same option you use or do you really use "Local Windows Debugger"? That gives me error crashes saying I had missing dlls, which is what happens when I launch the exe directly. Now the only thing that's bothering me is that even though "Local Machine" works great, I cant set breakpoints, it says in the breakpoint that the symbols are not loaded, any idea? Thanks.

    Leave a comment:


  • replied
    Originally posted by MiguelCartaxo View Post

    Thank you, this is a huge help. I've managed to get it working once, but then I dont really know what I did but it stop working. I've enabled bCopyCookedContentForF5Deployment, I switched to Development and UWP64 and I have my project as the startup project but visual studio says "unable to launch the previously selected debugger. Please choose another." when trying to deploy the project. Any ideas?

    My "play" in visual studio says "Start" instead of "Local Windows Debugger". Could that be related?
    I've had the exact same problem before but I don't know for sure what made it work again.
    It should definitely say "Local Windows Debugger", that is the problem.
    I spent quite some time looking into it and at some point it suddenly worked without changing anything so I don't know what I did.
    I thought I had my startup project set on UE4 instead of the game but it sounds like you double checked that that is not the case.
    Are you sure the config is still Development UWP and not Editor or something?
    Try regenerating the project files.
    In case you find the solution, I'd be interested in knowing what the fix was in case it happens again.

    Leave a comment:


  • replied
    Originally posted by simco50 View Post

    As far as I know, you can't run UWP from inside the editor. However...

    You can start your application from Visual Studio. Simply select "UWP64" as a target platform and eg. "Development" as your configuration.
    This will compile and deploy your application and with F5, you can start debugging.
    There is however one catch, it does not account for your asset data. To my knowledge, there are two ways to handle that:

    One option is to enable copying cooked assets on deploy. You can change this option in your project config files in MyNiceGame\Config\UWP\UWPEngine.ini, set bCopyCookedContentForF5Deployment=True.
    With this enabled, your cooked content will be copied to the proper location (MyNiceGame\Binaries\UWP64\AppX\MyNiceGame\Content\) to launch your application from Visual Studio. You must however always make sure your data is cooked. This can either be done from the command line or from the editor.
    Thank you, this is a huge help. I've managed to get it working once, but then I dont really know what I did but it stop working. I've enabled bCopyCookedContentForF5Deployment, I switched to Development and UWP64 and I have my project as the startup project but visual studio says "unable to launch the previously selected debugger. Please choose another." when trying to deploy the project. Any ideas?

    My "play" in visual studio says "Start" instead of "Local Windows Debugger". Could that be related?
    Last edited by MiguelCartaxo; 01-23-2019, 11:04 AM.

    Leave a comment:


  • replied
    Originally posted by MiguelCartaxo View Post
    Is it possible to run the UWP version of the game inside the editor? Or this fork of unreal just allows to package a UWP version of the game? Right now my iterate time is kind of long, I make a change to the code, compile, open the editor and recreate the UWP package to test my change, as apparently when you run the game inside the editor you still are running the normal windows version. Does anyone know if this is possible, if so, how? Thanks.
    As far as I know, you can't run UWP from inside the editor. However...

    You can start your application from Visual Studio. Simply select "UWP64" as a target platform and eg. "Development" as your configuration.
    This will compile and deploy your application and with F5, you can start debugging.
    There is however one catch, it does not account for your asset data. To my knowledge, there are two ways to handle that:

    One option is to enable copying cooked assets on deploy. You can change this option in your project config files in MyNiceGame\Config\UWP\UWPEngine.ini, set bCopyCookedContentForF5Deployment=True.
    With this enabled, your cooked content will be copied to the proper location (MyNiceGame\Binaries\UWP64\AppX\MyNiceGame\Content\) to launch your application from Visual Studio. You must however always make sure your data is cooked. This can either be done from the command line or from the editor.

    The second option is better if you make a lot of changes to assets rather than code. There is a command line option called "-CookOnTheFly". More info can be found here: https://docs.unrealengine.com/en-us/...oyment/Cooking. To use it, run the command (eg UE4Editor.exe MyNiceGame -run=cook -targetplatform=UWP64 -cookonthefly).
    Before running the application from Visual Studio, make sure to create a new file called "UE4CommandLine.txt" that contains this text: "-filehostip=127.0.0.1" and save it in your project folder under "MyNiceGame\ShooterGame\Binaries\UWP64\UE4CommandLine.txt".
    If you did everything right, when running the application from Visual Studio, after a few seconds, you should see the CookOnTheFly process start to cook assets on demand and you should be able to run your application. Note that this will be much slower than option one but it doesn't require recooking all assets every time you make a change in the editor.

    When you haven't done this correctly, you will still be able to launch the application but when it starts loading, you will see a large dialog box saying it failed to load some assets and it will crash.

    Usually, when I don't make assets changes in the editor, I go for option one but if I use the editor a lot, you can save much more time with option two.

    Leave a comment:


  • replied
    Hi, (again). I've been having problems with foliage (see attached video), where with certain camera angles the foliage disappears and it only happens with packaged UWP build. If I package it as Win64 or play in the editor everything is fine. Happens both in dx11 and dx12. I've searched for similar bugs but the closest thing I found was a OpenGL bug, which UWP does not use, here forums.unrealengine.com/development-discussion/rendering/1454850-fixed-in-4-20-foliage-culling-bug-with-opengl-on-4-19-x-ue-57652-ue-58198 . Does anyone have any idea?

    In this video the cillinders are placed with the foliage painter tool in the editor, I created an FPS C++ project. then created a new foliage type and attached the Shape_Pipe mesh to it and painted, thats it. I'm on Unreal 4.19.2-release (the latest).

    video here: https://streamable.com/2mn29

    EDIT: Could not figure out the problem, moved back to 4.18 where the problem does not seem to happen.
    Last edited by MiguelCartaxo; 01-15-2019, 06:46 AM.

    Leave a comment:


  • replied
    Is it possible to run the UWP version of the game inside the editor? Or this fork of unreal just allows to package a UWP version of the game? Right now my iterate time is kind of long, I make a change to the code, compile, open the editor and recreate the UWP package to test my change, as apparently when you run the game inside the editor you still are running the normal windows version. Does anyone know if this is possible, if so, how? Thanks.

    Leave a comment:


  • replied
    The UWP port as been generally working great for us, but we have noticed something very alarming with our UWP64.

    Our UWP builds appear to consume ALOT more RAM than standard Widows exe's. In my case the task manager reports the Win64 build consuming ~700MB while the UWP64 consumes ~4.5GB.

    When comparing the UWP and the exe, stat memory shows no a significant changes.

    We also don't see any significant changes in memreport -full

    I am looking for a reason why the UWP is consuming so much more ram - and if possible a way to fix it.
    Thanks

    Leave a comment:


  • replied
    So... Any update on the UWP fork for version 4.20? I mainly worked on 4.20 because (besides obvious meme material) I utilized some new features introduced in that version. Latest update on the fork was committed about six months ago...

    Leave a comment:


  • replied
    I got the latest 4.19.2 working, even though it's not the version that I wanted (If someone has any idea how to make 4.17.2 work I'm still interested). I can package it fine, but when I run it it says that it's missing vccorlib140_app.dll, MSVCP140_APP.dll and VCRUNTIME140_APP.dll. I'm packaging with 10.0.16299 SDK and Visual studio 2017. I got both 2015 and 2017 Microsoft Visual C++ redistributable x64 and x86. If I download the dlls from the internet and add them to exe folder or system32 folder (which feels wrong), it pops up another error "application was unable to start correctly 0xc00007b". Any ideas?


    EDIT: Apparently you're not suppose to run the exe directly. You run the created appx file that is in the build folder after you package it to install the app and then you have the app on the start menu and you can run a build of it.
    Last edited by MiguelCartaxo; 12-10-2018, 02:04 PM.

    Leave a comment:


  • replied
    I can't seem to download the latest release of this on github. I keep getting told that a sub module points to a commit which doesn't exist. I will try the zipped version.

    Also, any idea when it will be updated to 4.20 or 4.21? 4.19 was a bad engine version and I'd like to stay away from it.

    Leave a comment:


  • replied
    But that is what I did. I downloaded the 4.17.2-release from microsoft's github fork, moved it to a separate folder, ran Setup.bat, then UnrealVersionSelector-Win64-shipping.exe, then GenerateProjectFiles.bat, then built ue4 with VS 2015 (with UWP dev tools and 10586 sdk), then unreal opens for me to open or create a project, I create a c++ first person project, VS opens again for the project, I compile and run and no UWP options in the package project menu, as per the image in my previous post. I dont know what else to do or what am I missing.

    Leave a comment:


  • replied
    Originally posted by MiguelCartaxo View Post
    Hi, I'm having issues setting up unreal to build a UWP project. I downloaded the 4.17.2-release (which is the unreal version that I'm interested in) from microsoft's unreal fork github page. I ran the Setup.bat, GenerateProjectFiles.bat and built the ue4.sln fine with Visual studio 2015. My VS installation has the UWP dev tools with Windows 10 SDK 10.0.10586. But when I create a c++ project inside unreal I do not have the UWP option in the packaging menu (see attached image). What did I miss? Is there any other setup I need to do?

     
    Spoiler
    The UWP version wouldn't have those options to package for consoles. Make sure you clone the repo to a completely seperate folder and compile from there. In the UWP version of Unreal's folder, go to Engine/Binaries/ and run the UE4Editor executable from there. Either you cloned the repo over the top of another Unreal version or used the wrong shortcut, which would go to the wrong version of the Unreal engine.

    Leave a comment:

Working...
X