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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    Hey y'all & [MENTION=830]MrNexy[/MENTION]-

    Hope nobody minds me keeping this thread alive, as there hasn't been a post in 2 weeks but I still have faith. I haven't been able to spend much time but I'm still hopeful for a fully holographic UE4 experience in the future!

    I've been able to tap into the holographic APIs in a packaged UE4 game on HoloLens (In theory, this means we can access all of the Hololens hardware), but I haven't been able to properly render to the holographic space. I am by no means a render-master, but we should be able to use a plugin to render to the holo-space similarly to how the VR plugins render to their respective devices properly.

    I may have a bit of time to put into this in the near future, but I still have much to learn regarding the UE4 rendering pipeline.

    Cheers,

    Leave a comment:


  • replied
    Is that branch planned to be integrated to main git? (I saw a pull request, but looks like it is still under review)
    And is update to 4.15 planned?

    Leave a comment:


  • replied
    Hi,

    i have several questions to this MS modification.
    I use vs2017 and have strong c++ /boost skills. Now i try to write my first game and and dont want to learn unity and c# or xamarin.
    My target plattform is UWP as desktop AND Mobile, and maybee later Android and iOS.

    Can i use it for both MS types at same time or does i have to choose like in ue editor, desktop or mobile?
    Can i easy switch the same code (without plattform dependend things, switch in vs2017 with installed andoid support) to an other operation system, like android?

    Thats so far, thx for answers.
    Thut

    Ps: Could it be that the fork its not compatible with vs2017?
    I get an coredef.h :Cant find corecrt.h error.
    Last edited by thut; 03-22-2017, 05:15 PM.

    Leave a comment:


  • replied
    Hello alwei.

    HoloLens has two main view modes. One basically shows plain old 2D-Windows in a 3D environment (containing UE4Game UWP App now). Then there is another mode were you have complete control over rendering of stereoscopic images. Have a look at the App views here:
    https://developer.microsoft.com/en-u...phic/app_model

    So you need to setup a correct stereoscopic rendering in UE4 first. You need to switch to Holographic view to have 3D stereo access. Then you have to connect this stereoscopic renderings to the devices dx-backbuffers. Finally move the stereoscopic camera by devices sensors data.

    I can help you with that, but sometimes UWP can be frustrating. Except stereo rendering in UE4, I have already done all this on a HoloLens and would love to see UE4 run on it.

    Leave a comment:


  • replied
    I was able to run the UE 4 UWP application on HoloLens.

    Click image for larger version

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    But you can not handle events such as touch and gestures.
    How can I handle touch and gestures of UWP applications?
    I also read C ++ and C ++ / CX code, but I do not know how to do that.

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • 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?
    I should have posted a cross link to Microsoft Holographic Support forum https://forums.hololens.com/discussi...ololens#latest

    Leave a comment:


  • 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!!

     

    Leave a comment:


  • 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.

    Leave a comment:

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