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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    That was odd. . .the installer for 10586 indicated that it was already installed. It was also listed in Apps list too which allowed me to uninstall it. Now I'm installing a fresh copy.

    Anyway, after I get this installed and the UEUWP version built, would you mind responding to a few PM's regarding what I can expect from using this version of the engine? Specifically what can I expect as far as performance is concerned, any size limitations, and a few other question I have. As it stands now, my latest build is roughly 8.5GB, it's a full-screen app, has a fairly complicated leaderboard/game history. And of course, I'm looking forward to integrating the Xbox Live services

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  • replied
    I have just about every version ever currently installed. Bin versioning began with 14393 (Anniversary Update), so you'd need to go back before that. I'd suggest 10586. Again, this is just to populate the bin paths that we're currently relying on. For most purposes you'll still be building on top of 15063.

    Old versions are all at https://developer.microsoft.com/en-u...ds/sdk-archive

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  • replied
    Would you mind sharing what version you are using? That way I can be on the same page. Do you by chance have a link?

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  • replied
    Originally posted by Jerry.Richards View Post
    I don't have C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe. The directory does exist but the resource compiler isn't there.

    Btw, I am using Windows 10 Home, Version 1703, Build 15063.138, with VS Community 2017 Version 15.1 (26403.7). And VS was installed on a different volume (E) since C is a SSD with limited space.

    EDIT:
    I found it in
    Code:
    C:\Program Files (x86)\Windows Kits\10\bin\10.0.15063.0\x64
    Ah, there's been a change to tooling paths in recent Windows SDKs - they're now versioned, like other components. We don't properly deal with that yet. I have info on the changes necessary from another team, I'll prioritize bringing them in.

    In the meantime you can install an older Windows SDK alongside 15063 as a workaround. You'd continue to use the headers/libs from the new version (UBT does this automatically), but the tools from the old. For rc.exe that won't matter much, but there are some new makeappx features that have come in that you wouldn't get (streaming install). Not that those are exposed through the integration in any case.

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  • replied
    I don't have C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe. The directory does exist but the resource compiler isn't there.

    Btw, I am using Windows 10 Home, Version 1703, Build 15063.138, with VS Community 2017 Version 15.1 (26403.7). And VS was installed on a different volume (E) since C is a SSD with limited space.

    EDIT:
    I found it in
    Code:
    C:\Program Files (x86)\Windows Kits\10\bin\10.0.15063.0\x64
    Last edited by Jerry.Richards; 05-08-2017, 05:12 PM.

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  • replied
    Thank you for making the change James. I'm pulling it now and I'll report back if it is successful or not.

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  • replied
    Originally posted by Jerry.Richards View Post
    Setup.bat works, however, GenerateProjectFiles.bat is failing:
    The changes to winmd references for Intellisense mistakenly introduced a hard dependency on an Xbox Live component. I've made it optional again. If you pull again now you should be able to generate project files.

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  • replied
    Setup.bat works, however, GenerateProjectFiles.bat is failing:

    Code:
    Setting up Unreal Engine 4 project files...
    Binding IntelliSense data... 0%ERROR: Unable to instantiate instance of 'UWPPlatformFeatures' object type from compiled assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.  Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements.  The CLR exception details may provide more information:  System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Windows Kits\10\References\Windows.Gaming.XboxLive.StorageApiContract'.
       at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
       at System.IO.FileSystemEnumerableIterator`1.CommonInit()
       at System.IO.Directory.GetDirectories(String path)
       at UnrealBuildTool.VCEnvironment.FindLatestVersionDirectory(String InDirectory, Version NoLaterThan) in E:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\Windows\VCEnvironment.cs:line 377
       at UnrealBuildTool.VCEnvironment.GetLatestMetadataPathForApiContract(String ApiContract) in E:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\Windows\VCEnvironment.cs:line 408
       at UWPPlatformFeatures..ctor(TargetInfo Target) in e:\MICROSOFT_UWP_UNREAL\Engine\Plugins\Online\XboxOne\UWPPlatformFeatures\Source\UWPPlatformFeatures.Build.cs:line 17
       --- End of inner exception stack trace ---
       at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
       at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
       at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
       at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
       at System.Activator.CreateInstance(Type type, Object[] args)
       at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, TargetInfo Target, FileReference& ModuleFileName) in E:\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 263
    
    
    GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.
    
    Press any key to continue . . .
    Does anyone know how to resolve this error?

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  • replied
    Hi,

    I downloaded the UE 13.4 branch out of github and successfully build the engine. I created a FPS Template game just to realize that there are no UWP settings. Is there anything else required to set up to unlock UWP? Any spezial settings required to build the engine?

    Click image for larger version

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  • replied
    Originally posted by gfoot View Post
    Hi guys

    Is there anything special that we need to do when using winmd libraries from an Unreal game project? I've successfully referenced standard winmd exports and also less-standard ones by using PrivateWinMDReferences, as far as the build is concerned, but I don't get Intellisense support in Visual Studio which makes development a lot more awkward. I thought maybe it just wasn't supported, until I noticed that there's specific code in UEBuildModule.cs that seems to try to support Intellisense - does this generally work for other people?

    What I see in Visual Studio is that the first character in any file with e.g. "using namespace Platform" is highlighted giving the Intellisense error: ' command-line error: cannot open metadata file "platform.winmd" ' It doesn't seem to matter which namespace I use like this, it always complains about platform.winmd.

    All namespaces and types from winmd references are then highlighted red, and auto-completion doesn't work.
    Thanks for spotting this. We definitely want to support Intellisense for winmd references as much as possible. Looks like this got a bit busted at some point, but I've pushed some adjustments that seem to have it working again for me.

    One thing to note: it's important to make sure that the winmd references are added when running project generation for the Win64 platform, even if they're only used for UWP - though of course you can use winmd for desktop builds too. But Win64 is the platform that fills in the MSBuild properties that Intellisense ends up reading. We were getting that wrong for the Xbox Live integration . I've tried to fix that too.

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  • replied
    Does this mean there is MS HoloLens Support?

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  • replied
    Hi guys

    Is there anything special that we need to do when using winmd libraries from an Unreal game project? I've successfully referenced standard winmd exports and also less-standard ones by using PrivateWinMDReferences, as far as the build is concerned, but I don't get Intellisense support in Visual Studio which makes development a lot more awkward. I thought maybe it just wasn't supported, until I noticed that there's specific code in UEBuildModule.cs that seems to try to support Intellisense - does this generally work for other people?

    What I see in Visual Studio is that the first character in any file with e.g. "using namespace Platform" is highlighted giving the Intellisense error: ' command-line error: cannot open metadata file "platform.winmd" ' It doesn't seem to matter which namespace I use like this, it always complains about platform.winmd.

    All namespaces and types from winmd references are then highlighted red, and auto-completion doesn't work.

    Leave a comment:


  • replied
    Good to hear the project is live and well!

    A related question:
    Can a standard UE4 game be packed with Desktop to UWP Bridge?

    Leave a comment:


  • replied
    Hi all, [MENTION=292724]Adasi[/MENTION], [MENTION=830]MrNexy[/MENTION],

    Thanks for keeping the faith! Just popping in to say that, after a bit of a quiet period, we've now pulled 4.15 into the UWP fork. Until now, as some have discovered , we were still on VS2015 only, but you should be able to use the latest version with VS2017 and the Creators Update SDK. Let us know if not!

    One other thing to note, which actually quietly happened a while back - the fork now includes support for Xbox Live on UWP. Our hope is that this will go nicely with the Xbox Live Creators Program (currently in preview).

    Leave a comment:


  • replied
    Hey there [MENTION=292724]Adasi[/MENTION],

    I don't think anyone that's interested would mind
    I'm glad that you've made some progress. I'm sure that someone with the requisite knowledge could easily implement the holographic api properly. The rendering isn't really an issue afaik as black simply doesn't show on projected displays.
    The tricky part is getting the spatial mapping, tracking and Occlusion working (ok maybe a little rendering stuff here for the occlusion:3). Looking forward to any progress that you or anyone else might make, will definitely be keeping an eye on this thread

    Kind Regards,
    MrNexy
    Last edited by MrNexy; 04-20-2017, 06:48 AM.

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