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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    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!!

     

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  • replied
    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.

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  • replied
    running from editor keeps failing

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

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  • replied
    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?

    Leave a comment:


  • replied
    i dont mind an offline for hololens dev

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    There is problem when trying to check this type of Windows 10 app into Windows Store,
    using the https://msdn.microsoft.com/en-us/win...aging-uwp-apps

    The app built with the Xbox will ONLY be supported from the MICROSOFT_UWP_UNREAL in UWP64

    The Unreal 4 UWP32 MICROSOFT_UWP_UNREAL needed for Holographic and HoloLens cannot be entered to Windows Store.

    https://msdn.microsoft.com/en-us/win...d-app-packages explains the problems
    The offline versions will install but will NOT meet the packaging requirements for the Store

    Leave a comment:


  • replied
    Hi people, I'm sorry for the late answer, but my PC had some problems. Furthermore I had again the Unreal engine editor and the games new compiling. Here is a small snippet. Demo I had installed before ever the infiltrator so that it runs faster. That would be it for now. Statement of course in the near time



    btw: sorry for the bad english :P

    Leave a comment:


  • replied
    Originally posted by gfoot View Post
    I'm finding that Unreal Editor's Launch button never works for UWP builds - when it tries to launch the app, it gives an error that UE4Frontend doesn't support the "UWP" platform. I get this whether I build with pre-cooked assets or try to use the cook-on-the-fly support.

    Is the Launch button working for anybody else?
    Lunch button does not work for me either but the game is deployed and I can run it from Start menu in Windows 10.

    Leave a comment:


  • replied
    UWP multiplayer with blueprints

    Hi,

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

    Thanks in advance,

    Leave a comment:


  • replied
    The strange Blue box with a big white box inside the Graphics driver failure over the Remote Desktop connection the original controller was configured for a NVidia GT750 graphics the remote machine used an AMD9700 laptop driver, total incompatibility. When run using the NVidia Windows 10 UWP version it works fine.
    Last edited by Jimbohalo10; 01-27-2017, 06:52 PM. Reason: add status

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  • replied
    I know this Thread is quite old and interest may have gone.
    Anyway I have built Unreal Engine 4.14.3 from a clone. Using Visual Studio 2015 update 3 VC++ and the GitHub extension.

    This clone was then used to build the clone of MICROSOFT_UWP_UNREAL as Win64.

    The MICROSOFT_UWP_UNREAL version attempted to build UWP64 project this failed its due to an assertion about platform types saying UWP is not a valid platform.

    The failure is in %USERNAME%\Source\Repos\MICROSOFT_UWP_UNREAL\Engine\Source\Developer\TargetPlatform\Public\Common\TargetPlatformBase.h
    Click image for larger version

Name:	TargetPlatformBasePatch.png
Views:	1
Size:	23.0 KB
ID:	1122113

    Basically line 246 is commented out.

    I don't know enough about the code to apply #IF symbol #ENDIF conditional compilation

    This however means the UWP64 package could be successfully made and can be installed with Windows 10 Anniversary/Insider build 14393
    Click image for larger version

Name:	Install.png
Views:	1
Size:	41.2 KB
ID:	1122114

    Unfortunately when installed the program starts with a big white box and stays there!
    which is not the way the Win64 works.

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  • replied
    I'm finding that Unreal Editor's Launch button never works for UWP builds - when it tries to launch the app, it gives an error that UE4Frontend doesn't support the "UWP" platform. I get this whether I build with pre-cooked assets or try to use the cook-on-the-fly support.

    Is the Launch button working for anybody else?

    Leave a comment:


  • replied
    I would like to learn more about building for XBox One Also, does UWP build works for both ARM and Intel?

    Leave a comment:

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