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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    I am new to the thread, and I am pretty much in the same spot some of you are with porting from UE4 to XboxOne through UWP Deployment, where basically, the game crashes at the splash screen after running the in developer mode on the XboxOne. The game I am running utilizes far less than 1GB of memory, and is quite small so I am pretty sure it is not a matter of the application exceeding available resources...
    I haven't tested the UWP build uploaded today 8/11, but willing to give it another shot with that hopefully within the next day, I can certainly report my results once done as well.

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  • replied
    Originally posted by jsyarrow View Post
    Today's push addresses a couple of problems that were blocking this from running in Xbox One dev mode. Specifically we needed to adjust the linker input when using the 14393 Windows 10 SDK to get an image that could run on Xbox One, and we needed to allow D3D Feature Level 10 in UWP builds, since that's what the Xbox One dev mode driver provides. I'd be interested to hear the results if you give it another shot.




    It's super exciting to hear you've got this running on HoloLens for 2D apps. And thanks for the report on quit behavior. We've pushed a change that should improve this a bit - in particular UWP builds should actually respond to the exit command now.
    That sure is a welcome bit of news. I'll give it another go sometime tomorrow and post the results, thank you !

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  • replied
    Originally posted by Shohruh View Post
    Hi. Does this fork have Holograpic APIs integrated?
    Not yet..

    Originally posted by JustinL81 View Post
    After that though it would be great to have the C++ Hololens libraries accessible from blueprints. (Gaze, gestures, spatial mapping, etc)
    It would be great, wouldn't it?

    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.

    Also, thanks so much for your commits [MENTION=494622]jsyarrow[/MENTION] , you're the man!

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  • replied
    Originally posted by MrNexy View Post
    I don't get any debug information(that I know where to find at any rate). After reading through the known issues for UWP on XBO and the resources allocated to UWP on XBO, I've come to the conclusion that the app is likely exceeding the available resources and throwing a memory allocation failure and closing. I get the feeling that this is as far as I'm going to get in terms of testing on the XBO, I could be wrong of course and would be very happy to be proven so. What I imagine is that the engine would have to be optimized to run on such limited resources, likely in much the same way as it has been to run on android. That said I am probably going to try and package a scalable prototype that I've been working on (and have packaged and run on android) for further testing.
    Today's push addresses a couple of problems that were blocking this from running in Xbox One dev mode. Specifically we needed to adjust the linker input when using the 14393 Windows 10 SDK to get an image that could run on Xbox One, and we needed to allow D3D Feature Level 10 in UWP builds, since that's what the Xbox One dev mode driver provides. I'd be interested to hear the results if you give it another shot.


    Originally posted by Adasi View Post
    When packaging for UWP, the Quit Game node does not function correctly. It does not exit/quit the game. I also tried an Execute Command node with the command "EXIT" executed. Also nothing. Both of these methods for exiting the application work just fine in the editor, but not in the resulting appx from the UWP packaging. I am packaging for UWP x86 - 32 bit. What is going on here?
    It's super exciting to hear you've got this running on HoloLens for 2D apps. And thanks for the report on quit behavior. We've pushed a change that should improve this a bit - in particular UWP builds should actually respond to the exit command now.

    Leave a comment:


  • replied
    To start getting it rendering as a 3D holographic app you'll have to see what's required from here: https://developer.microsoft.com/en-u...pment_overview. Would love to look at this myself but don't think I'm going to have time in the near term at least to take it on.

    After that though it would be great to have the C++ Hololens libraries accessible from blueprints. (Gaze, gestures, spatial mapping, etc)
    Last edited by JustinL81; 08-11-2016, 11:30 AM.

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  • replied
    Hi. Does this fork have Holograpic APIs integrated?

    Leave a comment:


  • replied
    Wow exciting progress, guys!

    I just got back from vacation. Excited to hop back in the UWP UE4 development boat.

    Update: S U C C E S S !
    I've successfully built an app in UE4, packaged for UWPx86, and deployed it to a Microsoft HoloLens! YAY! However, I'm noticing some issues already.

    When packaging for UWP, the Quit Game node does not function correctly. It does not exit/quit the game. I also tried an Execute Command node with the command "EXIT" executed. Also nothing. Both of these methods for exiting the application work just fine in the editor, but not in the resulting appx from the UWP packaging. I am packaging for UWP x86 - 32 bit. What is going on here?

    My next challenge to tackle is to make the app into a 3D holographic app instead of a 2D app. If anybody has any great ideas on how I might do that, please let me know.
    Last edited by Adasi; 08-10-2016, 01:19 PM. Reason: Update

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  • replied
    Originally posted by MrNexy View Post
    Yup , from the specs it looks like UWP apps are limited to 1GB of memory on XBO. This is likely why basic unity apps run like tar. Let alone trying to run UE4. Looks like I'm going to be fleshing out one of my prototypes and re-applying to ID@XBOX
    Ya same I am going to apply again when I have a working muiltyplayer prototype

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  • replied
    Originally posted by towe102productions View Post
    What you are getting is a memory message because Xbox only lets you use half the ram In dev mode you need a dev kit to use the full features it has
    Yup , from the specs it looks like UWP apps are limited to 1GB of memory on XBO. This is likely why basic unity apps run like tar. Let alone trying to run UE4. Looks like I'm going to be fleshing out one of my prototypes and re-applying to ID@XBOX

    Leave a comment:


  • replied
    Originally posted by MrNexy View Post
    [MENTION=494622]jsyarrow[/MENTION] , [MENTION=3956]James Barnette[/MENTION]

    That sorted out the signing side of things. Everything now cooks,builds,packages and deploys without a hitch for UWP32 and UWP64 for the pc.
    Now that the packages are signed I am able to successfully install them on my XBO through the device portal.

    [ATTACH=CONFIG]104941[/ATTACH]

    [ATTACH=CONFIG]104942[/ATTACH]

    When I start up the application through the device portal the splash screen loads up on my TV and hangs there for a while. I'm then kicked back to the dashboard on the XBO and receive the following message in the device portal.

    [ATTACH=CONFIG]104944[/ATTACH]

    I don't get any debug information(that I know where to find at any rate). After reading through the known issues for UWP on XBO and the resources allocated to UWP on XBO, I've come to the conclusion that the app is likely exceeding the available resources and throwing a memory allocation failure and closing. I get the feeling that this is as far as I'm going to get in terms of testing on the XBO, I could be wrong of course and would be very happy to be proven so. What I imagine is that the engine would have to be optimized to run on such limited resources, likely in much the same way as it has been to run on android. That said I am probably going to try and package a scalable prototype that I've been working on (and have packaged and run on android) for further testing.
    What you are getting is a memory message because Xbox only lets you use half the ram In dev mode you need a dev kit to use the full features it has

    Leave a comment:


  • replied
    [MENTION=494622]jsyarrow[/MENTION] , [MENTION=3956]James Barnette[/MENTION]

    That sorted out the signing side of things. Everything now cooks,builds,packages and deploys without a hitch for UWP32 and UWP64 for the pc.
    Now that the packages are signed I am able to successfully install them on my XBO through the device portal.

    Click image for larger version

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    Click image for larger version

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Views:	1
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ID:	1113083

    When I start up the application through the device portal the splash screen loads up on my TV and hangs there for a while. I'm then kicked back to the dashboard on the XBO and receive the following message in the device portal.

    Click image for larger version

Name:	FailedToStartPackage.jpg
Views:	1
Size:	55.9 KB
ID:	1113085

    I don't get any debug information(that I know where to find at any rate). After reading through the known issues for UWP on XBO and the resources allocated to UWP on XBO, I've come to the conclusion that the app is likely exceeding the available resources and throwing a memory allocation failure and closing. I get the feeling that this is as far as I'm going to get in terms of testing on the XBO, I could be wrong of course and would be very happy to be proven so. What I imagine is that the engine would have to be optimized to run on such limited resources, likely in much the same way as it has been to run on android. That said I am probably going to try and package a scalable prototype that I've been working on (and have packaged and run on android) for further testing.
    Last edited by Overwrite Games; 08-05-2016, 07:39 PM.

    Leave a comment:


  • replied
    [MENTION=830]MrNexy[/MENTION] [MENTION=32283]Sentinel[/MENTION]

    I think you're both hitting the same problem - we needed some quotes around the appx path to signtool. Try again with commit 9470688.
    [MENTION=116477]Keresh[/MENTION]

    Yes, a build for Lumia 950 would require ARM which is not currently available. We don't have anything to announce concerning future plans for this fork, but please do keep providing feedback on what you might be interested in. And if you decide to add ARM support yourself do let us know how it goes.

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  • replied
    [MENTION=830]MrNexy[/MENTION] Awesome I am following with great anticipation! keep up the great work!

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  • replied
    Thank you for your help.
    Now I have work package for PC.
    But I cannot install this package on my Lumia 950 phone. Because I have next error:
    Failure reason: Failed to start deployment. Failure text: The deployment operation failed because the package targets the wrong processor architecture. (0x80073d10).
    As I understand architecture must be ARM but I have only x86-32 and x64 bit. (I checked their and I have same error in x86 and x64).
    Would you like add windows phone as supported device? Or if windows phone already supported what I must do to launch app in my Lumia 950?

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  • replied
    hey jsyarrow, thanks for the info for creating the certification, but I'm receiving following error during the package command stage:

    MainFrameActions: Packaging (UWP (x86-32bit)): CommandUtils.Run: Run: C:\Program Files (x86)\Windows Kits\10\bin\x64\signtool.exe sign /a /f "E:\Game Projects\Mobile\TestProject\Build\UWP\Signing Certificate.pfx" /fd SHA256 E:\Game Projects\Mobile\TestProject\Saved\StagedBuilds\UWP\TestProject.appx
    MainFrameActions: Packaging (UWP (x86-32bit)): CommandUtils.Run: Run: Took 0.0595748s to run signtool.exe, ExitCode=1
    MainFrameActions: Packaging (UWP (x86-32bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:1): C:\Program Files (x86)\Windows Kits\10\bin\x64\signtool.exe sign /a /f "E:\Game Projects\Mobile\TestProject\Build\UWP\Signing Certificate.pfx" /fd SHA256 E:\Game Projects\Mobile\TestProje
    ct\Saved\StagedBuilds\UWP\TestProject.appx. See logfile for details: 'signtool-2016.08.05-11.45.57.txt'
    I created two certifications, one with a password and one without just to see if I receive the same results. Any ideas what it could be?

    Edit: Here is what the 'signtool-2016.09.05-11.45.57.txt' says:

    Done Adding Additional Store

    Number of errors: 2

    SignTool Error: File not found: E:\Game

    SignTool Error: File not found: Projects\Mobile\TestProject\Saved\StagedBuilds\UWP\TestProject.appx
    Last edited by Sentanaru; 08-05-2016, 07:36 AM.

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