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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    I have:
    10.0.26624
    10.0.15063.137
    10.0.10586.212
    which version exactly should I remove and install ?

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  • replied
    ---------------------------
    Windows Software Development Kit - Windows 10.0.10586.212
    ---------------------------
    You must uninstall the Windows Software Development Kit - Windows 10.0.10586.212 before you can install the latest version of the kit.
    ---------------------------
    OK
    ---------------------------
    Sounds like a plan, will try it )

    Leave a comment:


  • replied
    The combination of VS2015 and 15063 is not supported. I suspect you have an older Windows SDK installed alongside? It looks like what's happening is that VS2015 is falling back to that old version and picking up a version of the d3d12 header that's incompatible with the latest d3dx12.h.

    To solve, you can either move to VS2017, or install a 3rd(!) version of the Windows SDK that's new enough to contain the missing definitions but no newer than 14193 (which is the latest with VS2015 support).

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  • replied
    Did you try the 10586 SDK?

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  • replied
    (10.0.15063.0) besides i'm using VS 2015

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  • replied
    Pierdek, did you install 10586: https://developer.microsoft.com/en-u...ds/sdk-archive

    Click image for larger version

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  • replied
    Blank: https://github.com/MICROSOFT-XBOX-AT...ee/release_uwp
    Windows 10 sdk installed.
    Code:
    2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
    2>  Performing 7 actions (4 in parallel)
    2>  Module.D3D12RHI.cpp
    2>  OculusRiftRenderD3D12.cpp
    2>g:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\ThirdParty\Windows\DX12\include\d3dx12.h(1151): error C2504: 'D3D12_DESCRIPTOR_RANGE1': base class undefined
    2>g:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\ThirdParty\Windows\DX12\include\d3dx12.h(1153): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    2>g:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\ThirdParty\Windows\DX12\include\d3dx12.h(1153): error C2143: syntax error: missing ',' before '&'
    2>g:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Source\ThirdParty\Windows\DX12\include\d3dx12.h(1156): error C2061: syntax error: identifier 'D3D12_DESCRIPTOR_RANGE_FLAGS'

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  • replied
    Good, looks like that's working as expected then. The Store should accept this format.

    I haven't been able to repro your issue with those particular platform settings not being saved, but that process is a bit of a mess and some of the newer settings are definitely broken. Doing some more tinkering...

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post
    The final manifest should look just like what you provided. What do you see in the appx installer UI when you double-click the appx that the Editor package command generated for you?
    I'm repackaging again, it will be a moment.

    Will this format work for Windows Store uploads?

    Also, I noticed that the SCID isn't being saved, as well as the two colors (something I mentioned in GitHub).

    [EDIT]
    Yes, the installer worked perfectly:

    Click image for larger version

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    Last edited by Jerry.Richards; 05-19-2017, 06:09 PM.

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  • replied
    Originally posted by Jerry.Richards View Post
    The APPX, and its manifest, were generated from the UE4 Editor package command (File->Package). Both contain what I provided above.

    If I understand you correctly I should delete the existing APPX file, and regenerate it again with the makeappx command. Is that correct?
    The final manifest should look just like what you provided. What do you see in the appx installer UI when you double-click the appx that the Editor package command generated for you?

    Leave a comment:


  • replied
    Originally posted by jsyarrow View Post
    If you run the packaging step now to create an appx, and then double-click that to install, you should see the strings you entered into your resw files, selected based on the current OS language/locale settings.
    The APPX, and its manifest, were generated from the UE4 Editor package command (File->Package). Both contain what I provided above.

    If I understand you correctly I should delete the existing APPX file, and regenerate it again with the makeappx command. Is that correct?

    Leave a comment:


  • replied
    That looks right to me!

    The ms-resource:<resource key> syntax indicates to the system that the value needs to be looked up at runtime from the compiled package resources (this is the resources.pri file, generated by the makepri.exe step in the build process). If you run the packaging step now to create an appx, and then double-click that to install, you should see the strings you entered into your resw files, selected based on the current OS language/locale settings.

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  • replied
    Originally posted by jsyarrow View Post
    Alright, new batch of changes just went in. Relevant to active issues in this thread:
    - The package DisplayName, PublisherDisplayName and Description are now bound to localized strings. These can be authored in resw files located in [Game]\Build\UWP\[culture]\resources.resw. Building and deploying will automatically generate stubs for you if these files don't already exist. You can then open them up and adjust the string values to match your Store display name etc. in your various territories. It's a little clunky that you can't just use UE's localization system and formats, but it should help for now.
    - There are a couple of new settings in the UWP platform settings menu. One in particular flags the title as using Xbox Live via the Creators Program, per my proposal earlier in the thread. Another allows you to set the compiler version used for your project independently of the IDE (and is the only way to control the compiler used when building via the Editor) - it's the same as the compiler version setting on the Windows platform page.
    Okay, I can see everything that you mentioned, and it makes sense. But I am running into a problem with the manifest in that ms-resource:ProjectName, ms-resource:CompanyName, and ms-resource.Description are the final results in the fields:

    Click image for larger version

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    Am I doing something wrong?

    A note: I can confirm that the resource.resw was created for each supported language.

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  • replied
    Originally posted by Jerry.Richards View Post
    The build system is set up so that you have access to APIs for which the 'API Contract' is listed as 'Windows.Foundation.UniversalApiContract' anywhere in C++ code. APIs under Windows.UI.XAML, however, will mostly not work, even though they're in the universal contract, because we don't create the UE game window as a XAML window. While there are docs out there that discuss overlaying XAML UI on a DirectX panel, that's not the approach I'd typically recommend to games - instead I'd encourage you to draw your UI as you always have, to your game's swap chain. That way you don't have to go relearn how to get the perf and look you're after, and it's much easier to ship multiplatform.

    UI APIs that pop external windows are typically not part of the XAML space and, per above, will work. The ones games are most likely to need (notably message box, and Xbox Live UI) should be wrapped with UE interfaces (e.g. FPlatformMisc::MessageBoxExt, methods of IOnlineExternalUI) again to facilitate multiplatform dev. But if you do need to add something more, say a FilePicker for some reason, you can. Be careful to only interact with Windows UI from the main game thread though, otherwise you'll hit exceptions from violating the UWP threading model.

    If you need to use a WinRT API outside the universal contract you can do that too! But you'll need to add a reference to the contract from the build.cs file of the module where you wish to use it.

    Code:
    		string StorageApiMetadata = VCEnvironment.GetLatestMetadataPathForApiContract("Windows.Gaming.XboxLive.StorageApiContract");
    		if (!string.IsNullOrEmpty(StorageApiMetadata))
    		{
    			PrivateWinMDReferences.Add(StorageApiMetadata);
    		}

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  • replied
    This may be a dumb question: can we access other UWP API's, particularly the UI:

    https://docs.microsoft.com/en-us/win...rial-resources
    https://developer.microsoft.com/en-u...ws/apps/design
    https://docs.microsoft.com/en-us/win...user-interface

    Leave a comment:

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