Originally posted by paradoc
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Unreal Engine 4 is available for Win10 UWP app dev now
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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 .
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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 PostDon'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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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!
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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?
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Originally posted by MiguelCartaxo View PostHi, 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?
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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.
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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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The UWP port as been generally working great for us, but we have noticed something very alarming with our UWP64.
Our UWP builds appear to consume ALOT more RAM than standard Widows exe's. In my case the task manager reports the Win64 build consuming ~700MB while the UWP64 consumes ~4.5GB.
When comparing the UWP and the exe, stat memory shows no a significant changes.
We also don't see any significant changes in memreport -full
I am looking for a reason why the UWP is consuming so much more ram - and if possible a way to fix it.
Thanks
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Is it possible to run the UWP version of the game inside the editor? Or this fork of unreal just allows to package a UWP version of the game? Right now my iterate time is kind of long, I make a change to the code, compile, open the editor and recreate the UWP package to test my change, as apparently when you run the game inside the editor you still are running the normal windows version. Does anyone know if this is possible, if so, how? Thanks.
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Hi, (again). I've been having problems with foliage (see attached video), where with certain camera angles the foliage disappears and it only happens with packaged UWP build. If I package it as Win64 or play in the editor everything is fine. Happens both in dx11 and dx12. I've searched for similar bugs but the closest thing I found was a OpenGL bug, which UWP does not use, here forums.unrealengine.com/development-discussion/rendering/1454850-fixed-in-4-20-foliage-culling-bug-with-opengl-on-4-19-x-ue-57652-ue-58198 . Does anyone have any idea?
In this video the cillinders are placed with the foliage painter tool in the editor, I created an FPS C++ project. then created a new foliage type and attached the Shape_Pipe mesh to it and painted, thats it. I'm on Unreal 4.19.2-release (the latest).
video here: https://streamable.com/2mn29
EDIT: Could not figure out the problem, moved back to 4.18 where the problem does not seem to happen.Last edited by MiguelCartaxo; 01-15-2019, 06:46 AM.
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