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Unreal Engine 4 is available for Win10 UWP app dev now

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    fkrstevski - Right, the fork doesn't support multiple signed in Live users at the moment. It's worth noting that even if we added this it would really only apply to UWP on Xbox. UWP on desktop PC is inherently single user, with the Live user identity coupled to the signed in Windows user.

    On PC you need to use the Xbox App to switch profiles (this goes back to that tie between the Windows user and the Live user). You could potentially present a button to launch the Xbox App to streamline this a bit.

    shop_0761 - The MR folks are not typically very active here. I'd suggest asking your questions directly on the linked issue.

    ZeJudge - I haven't tried to use the Substance plugin specifically, but I'm fairly familiar with getting things working in UWP in general . If you're able to share more details it might turn out to be something I can help with.

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      Hi,

      Please any ideas or info on using this version of UE4 (UE4_UWP) for Xbox Live Creators Program (https://www.xbox.com/en-US/developers/creators-program) after compiling.

      Is it possible to port my game to UWP and have it accepted at Xbox Live Creators Program.

      Thank you for your reply .

      Comment


        I am trying to submit my game through the developers dashboard, but I am getting the following issue when I upload the package:

        "This package’s manifest (Package/Properties/DisplayName) uses a display name that you have not reserved: DefaultUE4Project"

        Where does this get set in the editor?

        I can pass this by adding ProjectDisplayedTitle to my DefaultGame.ini file under [/Script/EngineSettings.GeneralProjectSettings]


        Comment


          fkrstevski - ProjectDisplayedTitle is on the Description page of the project settings. It's the fallback value for the app's (localizable) display name that goes into the UWP manifest, but it might not be the best setting to rely on: changing it will affect any other platforms your game targets, plus there can be localization issues.

          The solution I'd recommend instead depends a bit on what commit you're at. If you're on the very latest you should fine a settings group on the UWP page labeled 'Neutral Resources' that maps directly (and only) to manifest content; and then there's a corresponding 'Localized Resources' group that allows you to selectively override. Some older versions instead have you provide localized strings in resw files that live in your project's Build/UWP folder. These get autogenerated (if missing) with the necessary structure on build, after which you can go edit strings as necessary and build again.

          Chiako3D - This fork has the components you need to get started with the Creators Program. There's a fair amount of info up-thread. Essentially you collect some ids from the Windows Developer Portal, enter them carefully into your UWP project settings making sure to check the 'Is Creators Program Title' box, and enable the OnlineSubsystemLive plugin.

          Comment


            @jsyarrow - Wow Thanks Bro I really appreciate your reply it was very helpful and I will do as you said , Keep up the good work .Thanks

            Comment


              Hello. Any chance to get binary version of the engine with UWP support? I cant compile it from source :-( . Random many warnings and 3-4 errors in the compiling processand very long compiling time. Can anyone help? :-)
              The Last Rolling Hero on Steam!

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                DevideByZer0 I asking for this also, because I reinstalled my system 20 times to try an clean build and every try I got a different error.

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                  DevideByZer0 LFBRxD I also would also really appreciate this. Been trying for months now to build it, but it just wont complete. Soo frustrating considering i tried out unity the other day and had a bouncing ball on my xbox in under an hour. The things this engine could do for the creators program if it was a little bit easier to get it onto the platform.

                  Comment


                    HI,
                    the github link is not working it says page not found 404 error.i have searched many forums .still im not able to find a solution.im working in hololens project i need this .can anyone help me.

                    Comment


                      Is anyone else able to successfully build a package in the latest build, but it "takes too long to load" and fails on xbox?
                      Last edited by Moozoo; 04-01-2018, 10:54 AM.

                      Comment


                        I submitted my game through the developer dashboard and the certification failed with the following errors.

                        jsyarrow any ideas?

                        Comment


                          Hey guys I'm currently receiving the following errors when attempting to build my project as either a Development or Shipping build with the latest UWP github code:

                          Code:
                          3>LINK : warning LNK4199: /DELAYLOAD:libogg_64.dll ignored; no imports found from libogg_64.dll
                          3>LINK : warning LNK4199: /DELAYLOAD:libvorbis_64.dll ignored; no imports found from libvorbis_64.dll
                          3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl NtoHS(unsigned short)" (?NtoHS@@YAGG@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
                          3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned short __cdecl HtoNS(unsigned short)" (?HtoNS@@YAGG@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
                          3>Module.Icmp.cpp.obj : error LNK2019: unresolved external symbol "unsigned int __cdecl HtoNL(unsigned int)" (?HtoNL@@YAII@Z) referenced in function "struct FIcmpEchoResult __cdecl UDPEchoImpl(class ISocketSubsystem *,class FString const &,float)" (?UDPEchoImpl@@YA?AUFIcmpEchoResult@@PEAVISocketSubsystem@@AEBVFString@@M@Z)
                          Any ideas why this might be happening?
                          Q.U.B.E. 2 | Q.U.B.E: Director's Cut

                          Comment


                            Originally posted by fkrstevski View Post
                            I submitted my game through the developer dashboard and the certification failed with the following errors.

                            jsyarrow any ideas?
                            So I got most of the errors fixed. I had to make sure I was submitting a packaged shipping build, as well as checking "Use Retail Windows Store Environment" in the UWP Packaging settings.

                            However I still get the following error:
                            Error Found: The app resources validation test detected the following errors:
                            • Image reference "Resources\Logo.png": The image "Resources\Logo.png" failed the size restrictions of 50 X 50.
                            If I change the Logo.png to 50x50 from 150x150 I get the following error:
                            Error Found: The app resources validation test detected the following errors:
                            • Image reference "Resources\Logo.png": The image "Resources\Logo.png" failed the size restrictions of 150 X 150.
                            jsyarrow any ideas?
                            Last edited by fkrstevski; 04-17-2018, 10:10 AM. Reason: This ended up working by using the old build that used the 150x150 image

                            Comment


                              What happened to this fork? The Github repository seems down for months and I searched the Internet but didnt find a solution wether a statement from MS or Epic that the project has been abandomed or support dropped for any reason.

                              Comment


                                Hello Casualx

                                We, here at Spiria, are working with HP to keep this fork functional.
                                Could you confirm what fork exactly isn't working for you so we can look at it.

                                Comment

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