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Unreal Engine 4 is available for Win10 UWP app dev now

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    Originally posted by paradoc View Post
    Can anyone verify if this UWP branch supports Xbox-Live? The git repo refers to a "UWP Branch" and also a "UWP Branch that is Xbox-Live ready" for Xbox dev partners. My team is considering a shift to the UWP branch, but need to make sure we'll have access to achievements, leaderboards, etc for Xbox Live.
    With the UWP you can publish and run games on the Xbox One. You won't get access to Xbox Live services, such as achievements and online multiplayer. For that you need to register for ID@Xbox and get approved https://www.xbox.com/en-GB/developers/id .

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      Originally posted by darkmaster500 View Post

      With the UWP you can publish and run games on the Xbox One. You won't get access to Xbox Live services, such as achievements and online multiplayer. For that you need to register for ID@Xbox and get approved https://www.xbox.com/en-GB/developers/id .
      therein lies the issue we're having. we've been developing on the 4.18.3 branch as a console approved group (with access where needed for Xbox). However, when requesting the UWP branch with Xbox Live access, Epic said we need to refer to the forums instead. Your answer provides some clarity knowing the Git branch doesn't have what's needed for online sub. will reach out to them again. thanks!
      http://earthborninteractive.com

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        Don't work for me, when I try to export it always fail after 2 seconds. I have a UWP dev licence and VS 2017.
        Help please?

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          I've just found out about this (I'm surprised I wasn't aware of this sooner!), ran into issues which were addressed in this thread (and some VS issues addressed in other forums) and got this to build and successfully deploy to my Xbox One (original model).

          As a test I've deployed one of Epic's own sample projects and I've found that another aspect hindering performance is Atmospheric Fog. Apart from removing it from the map you can eliminate it from the project in Project Settings -> Engine -> Rendering and uncheck "Support Atmospheric Fog".

          With this I'm able to have dynamic shadows with a bunch of post processing effects and the game runs at near-60fps at full resolution (as contrasted to the 40 range). Turning off AA and some other tweaks could get it to 60, I'm hoping. And while this is with a simple level I feel like it's that shader computation holding things back, and so a larger level, more advanced physics, etc. won't be big issues.

          For one reason or another, I haven't been able to get motion blur to show up or work. I'm still doing research on that.

          I haven't tried changing the necessary code to enable D2D12 RHI, so there may be further framerate improvements ahead, but I'm ok with what I have now (and I don't know if that will complicate submission to the Creator's Club, which is my goal).

          My next goal is tackling leaderboards, and while I saw a lot of discussion here overcoming some issues, I'm hoping to be able to implement it through Blueprints only. I'll have to see how that turns out, and whether I can use free services like EpicLeaderboard ( https://forums.unrealengine.com/comm...boards-for-ue4 ) if Creator's Club apps are allowed those sorts of connections.

          Originally posted by NexXor_the_dark View Post
          Don't work for me, when I try to export it always fail after 2 seconds. I have a UWP dev licence and VS 2017.
          Help please?
          I may or may not be able to help, but what do you mean by "export it"? Do you mean packaging the project in UE? Or do you mean compiling the Unreal UWP source code?

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            Originally posted by NexXor_the_dark View Post
            Don't work for me, when I try to export it always fail after 2 seconds. I have a UWP dev licence and VS 2017.
            Help please?
            Can you be me specific? What is the error you get, and when does it occur? It might be easier to post a screenshot.

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              Hello! Can anyone help with small but very important problem with ID@XBOX project?
              When i'm eneable OnlineSubsystemLive - all needed things working fine (achievements, save games and Leaderboard).
              Save games saved localy, but saved and can be loaded. Without roaming data.
              When i'm enable plugin UWP Platform Feauterse - achievements still working fine and leaderboard working fine, but save games cannot be save or load.
              What can i do? Engine version 4.19.2 release uwp. Visual studio 2017.
              Sorry for bad englesh and thank you!
              The Last Rolling Hero on Steam!

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                Hi, I'm having issues setting up unreal to build a UWP project. I downloaded the 4.17.2-release (which is the unreal version that I'm interested in) from microsoft's unreal fork github page. I ran the Setup.bat, GenerateProjectFiles.bat and built the ue4.sln fine with Visual studio 2015. My VS installation has the UWP dev tools with Windows 10 SDK 10.0.10586. But when I create a c++ project inside unreal I do not have the UWP option in the packaging menu (see attached image). What did I miss? Is there any other setup I need to do?

                 
                Spoiler
                Attached Files

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                  Originally posted by MiguelCartaxo View Post
                  Hi, I'm having issues setting up unreal to build a UWP project. I downloaded the 4.17.2-release (which is the unreal version that I'm interested in) from microsoft's unreal fork github page. I ran the Setup.bat, GenerateProjectFiles.bat and built the ue4.sln fine with Visual studio 2015. My VS installation has the UWP dev tools with Windows 10 SDK 10.0.10586. But when I create a c++ project inside unreal I do not have the UWP option in the packaging menu (see attached image). What did I miss? Is there any other setup I need to do?

                   
                  Spoiler
                  The UWP version wouldn't have those options to package for consoles. Make sure you clone the repo to a completely seperate folder and compile from there. In the UWP version of Unreal's folder, go to Engine/Binaries/ and run the UE4Editor executable from there. Either you cloned the repo over the top of another Unreal version or used the wrong shortcut, which would go to the wrong version of the Unreal engine.

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                    But that is what I did. I downloaded the 4.17.2-release from microsoft's github fork, moved it to a separate folder, ran Setup.bat, then UnrealVersionSelector-Win64-shipping.exe, then GenerateProjectFiles.bat, then built ue4 with VS 2015 (with UWP dev tools and 10586 sdk), then unreal opens for me to open or create a project, I create a c++ first person project, VS opens again for the project, I compile and run and no UWP options in the package project menu, as per the image in my previous post. I dont know what else to do or what am I missing.

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                      I can't seem to download the latest release of this on github. I keep getting told that a sub module points to a commit which doesn't exist. I will try the zipped version.

                      Also, any idea when it will be updated to 4.20 or 4.21? 4.19 was a bad engine version and I'd like to stay away from it.
                      Consider supporting me on patreon

                      Weapon Master and VRE Merge TUT

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                        I got the latest 4.19.2 working, even though it's not the version that I wanted (If someone has any idea how to make 4.17.2 work I'm still interested). I can package it fine, but when I run it it says that it's missing vccorlib140_app.dll, MSVCP140_APP.dll and VCRUNTIME140_APP.dll. I'm packaging with 10.0.16299 SDK and Visual studio 2017. I got both 2015 and 2017 Microsoft Visual C++ redistributable x64 and x86. If I download the dlls from the internet and add them to exe folder or system32 folder (which feels wrong), it pops up another error "application was unable to start correctly 0xc00007b". Any ideas?


                        EDIT: Apparently you're not suppose to run the exe directly. You run the created appx file that is in the build folder after you package it to install the app and then you have the app on the start menu and you can run a build of it.
                        Last edited by MiguelCartaxo; 12-10-2018, 02:04 PM.

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                          So... Any update on the UWP fork for version 4.20? I mainly worked on 4.20 because (besides obvious meme material) I utilized some new features introduced in that version. Latest update on the fork was committed about six months ago...
                          Look, a shooting star!
                          /drinks soda

                          Currently working on: Past Future, an isekai fantasy RPG

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