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Unreal Engine 4 is available for Win10 UWP app dev now

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    Epic probably just not interested enough in the platform to spend own resources on it (Epic has very limited resources to be honest).
    And MS seems not very interested in it eather since it's not officially maintained by it ("This project is community-supported").
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      Is anyone working on WMR support in 4.18, by chance? It looks like the release_uwp branch recently hit 4.18, but the WMR branch is still on 4.16.2.
      Last edited by Gigakaiser; 11-07-2017, 04:30 PM.

      Comment


        I'm not sure the team working on the Windows MR support follow these forums. You might try asking your question directly on the git repo as an issue.

        Meanwhile, as mentioned, the non-MR branch is now caught up with 4.18. In the process I think we've dealt with most of the recent build problems that people were running into up-thread. Also a couple of things that came in over the summer that are old news now, but which I don't think I previously mentioned here:
        • You can now launch on remote UWP devices (another PC, or an Xbox One in dev mode) directly from the project launcher. You do need to make sure that Windows Device Portal is enabled for your remote device (it's in the developer page of Windows settings, or in Dev Home on Xbox) and then claim your device from the Unreal Device Manager,
        • We now by default include a plugin to integrate with Mixer interactivity. Visit https://github.com/mixer/interactive-unreal-plugin for more details on this. Note: I think this is currently having some issues when building with VS2017, so if you turn it on you may need to use VS2015 or else hack some headers.

        P.S. For a look at another UE project I've been helping out with recently check out https://www.microsoft.com/en-us/stor...8w4vdt91?rtc=1. Especially recommended if you have a fancy new Xbox One X.

        Comment


          it would go a hell of a lot easier if there was someone who can just post binary builds of the latest versions. im getting this bloody error

          upon building the project files:

          Setting up Unreal Engine 4 project files...
          C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\
          Microsoft.Common.CurrentVersion.targets(1988,5): warning MSB3245: Could not res
          olve this reference. Could not locate the assembly "Windows". Check to make sur
          e the assembly exists on disk. If this reference is required by your code, you
          may get compilation errors. [C:\unreal uwp\Engine\Source\Programs\UnrealBuildTo
          ol\UnrealBuildTool.csproj]
          Platform\UWP\WinMDRegistrationInfo.cs(4,26): error CS0234: The type or namespac
          e name 'Metadata' does not exist in the namespace 'Windows.Foundation' (are you
          missing an assembly reference?) [C:\unreal uwp\Engine\Source\Programs\UnrealBu
          ildTool\UnrealBuildTool.csproj]

          GenerateProjectFiles ERROR: UnrealBuildTool failed to compile.

          Comment


            Originally posted by jsyarrow View Post
            P.S. For a look at another UE project I've been helping out with recently check out https://www.microsoft.com/en-us/stor...8w4vdt91?rtc=1. Especially recommended if you have a fancy new Xbox One X.
            Hello James.
            Possibly a dumb question. . .but are you releasing the project files for Insects given that it is a technical demo?

            Comment


              is it not possible for someone to upload a completed windows binary build of the latest version somewhere ? cuz i apparently suck at trying to get it to compile :-( sighs.

              Comment


                ok turns out the xbox one's dev mode is just not gonna cut it for higher end games it may do fine with simple graphics setups but in unity when a scene has a lot of stuff in it it just slows down. i think im just gonna focus on pc devolpment for now...... but hey i tried.
                for those on the fence personally id stick with PC devolopment rather then doing so on the xbox one with dev mode i think to really get the full use of the xbox one youd need to register as a company at ID@xbox id imagine. dev mode is nice for hobbiests and simple games but too limiting for bigger ideas.
                Last edited by Evenios; 11-18-2017, 06:20 PM.

                Comment


                  Evenios - the original error you posted looks rather like UE can't locate the Windows 10 SDK. The build system is not finding Windows.winmd, which typically is in [Program files(x86)]\Windows Kits\10\UnionMetadata (or somewhere like that). But I wonder whether the 16299 SDK has moved it exclusively to a versioned folder? Which could be a problem if that's the only SDK you have installed.

                  On Xbox One you might want to make sure that your project is being categorized as a game on the Xbox. You can highlight your app in Dev Home, press the View button, and then select View details. If the App type says 'App', then you have limited access to system resources. Changing that to 'Game' will allow you to use more of the hardware. And if you end up submitting to the Windows Store, make sure your submission is marked as a game to get the same resources in a retail scenario.

                  Note that to take full advantage of the GPU on an Xbox One UWP title flagged as a 'game' you must use D3D12. But the current code in the fork runs into problems when using the D3D12RHI on Xbox. I hope we'll have a fix for that in the future.


                  Jerry.Richards - no plans to release the project source. It's an Xbox One XDK project which creates some restrictions and also makes it less useful to the internet at large. XDK developers in particular may see (or have already seen) selected elements of the work appear in some of our developer outreach materials.

                  Comment


                    Okay, thank you jsyarrow

                    Comment


                      Originally posted by jsyarrow View Post
                      I'm not sure the team working on the Windows MR support follow these forums. You might try asking your question directly on the git repo as an issue.

                      Meanwhile, as mentioned, the non-MR branch is now caught up with 4.18. In the process I think we've dealt with most of the recent build problems that people were running into up-thread. Also a couple of things that came in over the summer that are old news now, but which I don't think I previously mentioned here:
                      • You can now launch on remote UWP devices (another PC, or an Xbox One in dev mode) directly from the project launcher. You do need to make sure that Windows Device Portal is enabled for your remote device (it's in the developer page of Windows settings, or in Dev Home on Xbox) and then claim your device from the Unreal Device Manager,
                      • We now by default include a plugin to integrate with Mixer interactivity. Visit https://github.com/mixer/interactive-unreal-plugin for more details on this. Note: I think this is currently having some issues when building with VS2017, so if you turn it on you may need to use VS2015 or else hack some headers.

                      P.S. For a look at another UE project I've been helping out with recently check out https://www.microsoft.com/en-us/stor...8w4vdt91?rtc=1. Especially recommended if you have a fancy new Xbox One X.

                      I finally built UWP UE4 and can launch to my PC as a UWP game. However, my Xbox One does not show up in the Device Manager. I can run native DirectX 12 programs on my Xbox with Visual Studio and I have Remote Access/Windows Device Portal enabled for my Xbox. At one point I did see my Xbox listed there and I was able to claim it, but it's not showing up any more. Any ideas?

                      Thanks!

                      Comment


                        Originally posted by fkrstevski View Post


                        I finally built UWP UE4 and can launch to my PC as a UWP game. However, my Xbox One does not show up in the Device Manager. I can run native DirectX 12 programs on my Xbox with Visual Studio and I have Remote Access/Windows Device Portal enabled for my Xbox. At one point I did see my Xbox listed there and I was able to claim it, but it's not showing up any more. Any ideas?

                        Thanks!
                        I got a fix from github:

                        "Do you perhaps have authentication enabled in the 'Remote Access Settings' on your Xbox One? If so that would be the issue: remote UWP devices that require credentials are not currently supported by the UE integration."

                        Comment


                          Hello, I try to compile Engine from source https://github.com/MICROSOFT-XBOX-AT...OFT_UWP_UNREAL

                          But after loading dependency 'Setup.bat' and generation project files 'GenerateProjectFiles.sh' I got error during compilation in visual studio

                          Code:
                          1>  Performing 54 actions (4 in parallel)
                          1>  [1/54] Resource ModuleVersionResource.rc.inl
                          1>  [2/54] Resource PCLaunch.rc
                          1>C:\Program Files\Epic Games\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3): fatal error RC1015: cannot open include file 'windows.h'.

                          Do you have any ideas??

                          I'm using Visual studio 2015

                          Comment


                            I just pulled the repository and tried to perform a fresh build:

                            Code:
                            16>Module.ShaderCacheTool.cpp
                            16>E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: 'MergeShaderCacheFiles': is not a member of 'FShaderCache'
                            16>E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\ShaderCore\Public\ShaderCache.h(142): note: see declaration of 'FShaderCache'
                            16>E:\UEUWP\MICROSOFT_UWP_UNREAL\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C3861: 'MergeShaderCacheFiles': identifier not found
                            Is anyone else encountering this?

                            Any recommendations is appreciated.

                            Comment


                              Originally posted by DenisDubinin View Post
                              Hello, I try to compile Engine from source https://github.com/MICROSOFT-XBOX-AT...OFT_UWP_UNREAL

                              But after loading dependency 'Setup.bat' and generation project files 'GenerateProjectFiles.sh' I got error during compilation in visual studio

                              Code:
                              1> Performing 54 actions (4 in parallel)
                              1> [1/54] Resource ModuleVersionResource.rc.inl
                              1> [2/54] Resource PCLaunch.rc
                              1>C:\Program Files\Epic Games\MICROSOFT_UWP_UNREAL\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3): fatal error RC1015: cannot open include file 'windows.h'.

                              Do you have any ideas??

                              I'm using Visual studio 2015
                              Solved by removing all Visual studios, C++ compilers, and Windows SDKs, and Installing new Visual studio 2017 with c++ windows sdk

                              Comment


                                Hi,

                                I'm receiving the following error when trying to compile for the first time in VS2015:

                                Code:
                                c:\svn\ue4uwp\engine\source\runtime\d3d12rhi\private\D3D12Residency.h(22): fatal error C1083: Cannot open include file: 'dxgi1_6.h': No such file or directory
                                I'm unable to continue due to this error, has anyone seen this before? I am unable to find any mention of this on the forums or google.

                                Windows 10 SDK 14393 installed.

                                I tried installing the latest Win10 SDK but no joy from that either so I uninstalled it.

                                Thanks,
                                Jon
                                Q.U.B.E. 2 | Q.U.B.E: Director's Cut

                                Comment

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