Announcement

Collapse
No announcement yet.

Unreal Engine 4 is available for Win10 UWP app dev now

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Click image for larger version

Name:	201458.png
Views:	1
Size:	22.4 KB
ID:	1115723

    Error when upload appx files

    This package uses a display name that you have not reserved: 61554.TheLastDefender

    Leave a comment:


  • replied
    Originally posted by DaveVoyles View Post

    So what's the latest in terms of UWP support and Hololens? Can anyone give me a quick rundown, so that we are all on the same page, not doubling our efforts, and I can go back to the UWP team working on this to relay some messages?

    In terms of integrating Holographic space into middleware, there is a page on there here.

    In short, it is done with DirectX and requires:

    1 Set up the holographic space
    2 Subscribe to camera events, create and remove camera resources
    3 Create a frame of reference for your holographic content
    4 Respond to locatability changed events

    Hi! Nice to hear someone else is diving into the Unreal HoloLens pipeline!

    I'm currently working on a plugin that will allow Holographic development. I know how to render to a holographic space in a C++/DirectX11 project, however I wasn't too familiar with Unreal rendering until recently. I'm still far from the level of understanding I'd like. Before starting the plugin development, I was trying to render a simple shape in a holographic space, but you can't create a swap chain after creating a holographic space, or vice versa.

    From MSDN on calling HolographicSpace.createForCoreWindow:

    “Calling this method permanently assigns the CoreApplicationView to be holographic. You may no longer call IDXGIFactory2::CreateSwapChainForCoreWindow after calling this method, or vice versa.”

    So since I didn't really understand how Unreal was rendering or where the SwapChain was being created, all I got out of those attempts were a strangely behaving application that goes inactive as soon as you make it active.

    Hence the plugin development route. Virtual Reality HMD's render to their face-space, so it should be possible to do the same with the HL. I am using the Virtual Reality plugins (GearVR, GoogleVR, Oculus, etc.) as a guideline for rendering to a head mounted display.


    Hope this helps you a bit in your endeavors! I'm hoping to have something real to show off by the end of this week. Perhaps that is a little optimistic, but a little optimism can go a long way.

    Cheers,
    Adasi

    Leave a comment:


  • replied
    Originally posted by James Barnette View Post
    Couple of things I would like to point out is that I dont think that 1GB of ram is actually available. I think only 480mb is currently available and that eventually 1GB would be available.

    The other thing that I remember seeing is that you should not build for 32bit. 32bit is there for some basic compatibility but is not being actively developed. It was stated in the presentation you should always build for x64!
    Correct. Nee to build for x64 for Xbox one. You also do not have access to the full 1Gb of RAM as a UWP app. That is reserved for the exclusive partition, which I believe you will have access to via the ID@Xbox program.

    Leave a comment:


  • replied
    Aaaaaaand I'm back. I have my own Hololens now, so I've been diving into it. Was considering into looking at adding Holograph integration to MonoGame (formerly XNA) first, but figured Unreal Engine 4 would make a bigger splash. Also love Epic, and they have a lot of awesome people working there. Here is the FB thread about the current status of MonoGame integration, which can offer some insight as to what needs to be added for UE4 as well.

    So what's the latest in terms of UWP support and Hololens? Can anyone give me a quick rundown, so that we are all on the same page, not doubling our efforts, and I can go back to the UWP team working on this to relay some messages?

    In terms of integrating Holographic space into middleware, there is a page on there here.

    In short, it is done with DirectX and requires:

    1 Set up the holographic space
    2 Subscribe to camera events, create and remove camera resources
    3 Create a frame of reference for your holographic content
    4 Respond to locatability changed events

    Leave a comment:


  • replied
    The is my conclusion of 2 weeks hard work trying to submit my own x32 and x64 windows UE4 game to Windows Store:


    1.Desktop App Converter [Project Centennial] - Failed

    2.Desktop Bridge Sign Up Form - Failed

    3.UWP in UE4Editor - coded by Microsoft - Succeed:
    "MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL"
    GitHub DOT com/MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL
    Unreal Engine 4 is available for Win10 UWP app dev now
    forums DOT unrealengine DOT com/showthread.php?118375-Unreal-Engine-4-is-available-for-Win10-UWP-app-dev-now


    Using the third way I managed successfully to convert to UWP64,UWP32 and submit with correct validation in Windows Store

    Leave a comment:


  • replied
    Couple of things I would like to point out is that I dont think that 1GB of ram is actually available. I think only 480mb is currently available and that eventually 1GB would be available.

    The other thing that I remember seeing is that you should not build for 32bit. 32bit is there for some basic compatibilty but is not being activly developed. It was stated in the presentation you should always build for x64!

    Leave a comment:


  • replied
    Originally posted by Angel Tsvetkov View Post
    BUILD FAILED
    I have these errors during "Packaging project for UWP (x64-64bit)" in UE4Editor 4.12.5:
    "Empty or invalid value provided for required attribute Square150x150Logo ..."
    "Empty or invalid value provided for required attribute Square44x44Logo ..."
    "Empty or invalid value provided for required attribute Image on partially ..."
    "Validation error reading XML schema from XDK. The element 'Properties' in namespace ..."
    "Validation error reading XML schema from XDK. The element 'Application' ..."
    "MakePri: error 0x80080204: Appx manifest not found or is invalid. Please ensure well-formed manifest file is present. Or specify an index name with /in switch. ..."

    I've had these errors before. Make sure the visual assets you supply UE4 in (Project Settings => Platforms - UWP) are the correct size.

    As for the MakePri error, my builds have been hit or miss on this. I'm not sure what exactly causes it, but it seems to be associated with the AppXManifest. I'd suggest trying a new build on a different machine, if you have the resources available. The issue might resolve itself.

    Cheers

    Leave a comment:


  • replied
    So has anyone successfully got a 3D game running on an XB1 using this? Don't have an XB1 at the mo but tempted to pick one up if the UE4 workflow is useable.

    Any other hardware restrictions apart from 1GB ram?

    Leave a comment:


  • replied
    BUILD FAILED
    I have these errors during "Packaging project for UWP (x64-64bit)" in UE4Editor 4.12.5:
    "Empty or invalid value provided for required attribute Square150x150Logo ..."
    "Empty or invalid value provided for required attribute Square44x44Logo ..."
    "Empty or invalid value provided for required attribute Image on partially ..."
    "Validation error reading XML schema from XDK. The element 'Properties' in namespace ..."
    "Validation error reading XML schema from XDK. The element 'Application' ..."
    "MakePri: error 0x80080204: Appx manifest not found or is invalid. Please ensure well-formed manifest file is present. Or specify an index name with /in switch. ..."

    Update:
    After days I resolve these errors: I put some cpp code in my only BluePrint project, because I think, BP-only projects are not supported in current port version 4.12.5
    Last edited by Angel Tsvetkov; 09-08-2016, 01:41 AM. Reason: update

    Leave a comment:


  • replied
    Original post (8-19-2016):
    We are in the same boat. We've been using Unity but there is a lot of desire to work with Unreal for our Holographic apps, etc.

    I've been diving into the DirectX documentation, and UE4 uses DX11 to render as a default on windows, so I know it's doable. If only the Holograms App source code was public. I'm pretty sure that would help a lot. Then again, I'm not sure if the Holograms App was made with Unity, or with another route.

    I've learned enough about DirectX to render to swap chains as well as holographic spaces, now I just need to get Unreal to render to a holographic space. I'd like to get some insight from someone who knows a lot about how UE4 rendering gets done. I have been using UE4 for a while now, but I've never had to actually change the render pipeline; i'm struggling a little bit on that front.

    UPDATE 8-31-2016:
    Making some cool progress! Got all the hololens device resources and stuff in my UE4 UWP build, now we need to render the project stuff in the holographic space properly, etc. It's been tough fitting time for this in-between other projects, but Unreal on the HoloLens is slowly becoming a reality!
    Last edited by Adasi; 08-31-2016, 10:49 AM. Reason: Update

    Leave a comment:


  • replied
    I'm highly interested in getting it to work however I may not be able to get to this in the near time and help out. I'll update the thread if I do make any progress though. We've been using Unity since the integration is already done but really would love to get Unreal working.

    Originally posted by Adasi View Post
    Update: Still no 3D Holographic app yet. Just getting back in the swing of things from the weekend. Been diving into the HoloToolkit and some Unity examples. I'm pretty sure I can include the gesture/voice/gaze/spatial perception stuff. I just need to find the 'switch(es)' to make Unreal build a 3D holographic app. Going to look into the UE4 VR stuff to see if I can get a hint.

    Is there anybody trying to get Unreal on the HoloLens out there? Or is it just me? I feel like I'm so close, yet so far. Hopefully I'll have a more insightful update soon.

    Cheers!

    Leave a comment:


  • replied
    Update: Still no 3D Holographic app yet. Just getting back in the swing of things from the weekend. Been diving into the HoloToolkit and some Unity examples. I'm pretty sure I can include the gesture/voice/gaze/spatial perception stuff. I just need to find the 'switch(es)' to make Unreal build a 3D holographic app. Going to look into the UE4 VR stuff to see if I can get a hint.

    Is there anybody trying to get Unreal on the HoloLens out there? Or is it just me? I feel like I'm so close, yet so far. Hopefully I'll have a more insightful update soon.

    Cheers!

    Leave a comment:


  • replied
    Just one quick update... A 2D UE4 game works... But When trying to port a 3D Game (the First Person Template), XboxOne will still crash at the start screen with more than enough resources available to run it on the XboxOne. I am guessing this is still do to a D3D issue. Either way, I am really happy that at least 2D Game builds work!

    Leave a comment:


  • replied
    I am happy to report that the 8/11 build works perfectly for porting from PC to XboxOne! No more crashing at the splash screen. If anybody needs help with porting let me know.

    Leave a comment:


  • replied
    Originally posted by Adasi View Post
    I'm hoping I can help make these things a reality. My work lately has been (almost) exclusively with the HoloLens, so this will be my primary focus for the near future. I will be posting my progress.
    I look forward to see them

    Leave a comment:

Working...
X