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Unreal Engine 4 is available for Win10 UWP app dev now

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  • replied
    If u agree Android is a free platform
    Android is not a free platform.

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  • replied
    From the looks of my Xbox Device Portal backend , I am able to deploy applications remotely to my device from my pc.
    [MENTION=1455]DaveVoyles[/MENTION] The only issue that I'm having now is getting the engine properly built to get all this tested. I usually never have an issue building the engine from source. I forked it through github, then ran the setup to install the dependencies (which finished successfully) and then I generated the project files. The build was going well until it encountered some sort of issue with the output below:

    1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
    1> Target is up to date
    2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
    2> Performing 252 actions (4 in parallel)
    2> [1/252] Link UE4Editor-Engine.dll
    2> [2/252] Link UE4Editor-Voice.dll
    2>LINK : fatal error LNK1181: cannot open input file 'silk_common.lib'
    2>LINK : fatal error LNK1181: cannot open input file 'silk_common.lib'
    2>ERROR : UBT error : Failed to produce item: F:\MICROSOFT_UWP_UNREAL\Engine\Binaries\Win64\UE4Editor-Engine.dll
    2> Total build time: 14.30 seconds
    2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
    ========== Build: 1 succeeded, 1 failed, 3 up-to-date, 0 skipped ==========
    Have I missed a step ? Perhaps there's a dependency missing or something obvious ?

    * Edit * I changed the install directory to F:\UnrealEngine (My usual) and did a full rebuild. Still no luck I'm afraid.
    Last edited by MrNexy; 07-29-2016, 03:12 PM.

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  • replied
    In theory, yes.

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  • replied
    Would I be correct in assuming that apps developed in this branch of UE4 could be run on an xBone in dev mode ? Albeit with limited resources.

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  • replied
    Originally posted by jwatte View Post
    UE4 already runs on Android and iOS, so it already is compiled to run on ARM.
    Perhaps you're talking specifically about UWP-on-ARM? The main constraint there is UWP, not ARM.

    Separately, I actually agree with Tim -- it seems pretty clear that Microsoft's end goal is to try to create a closed store, similar to Google Play Store, for Windows apps, and thus extract a pound of flesh from each app developer.

    UWP can be run on other store too just like APK. And it is more console like to prevent piracy.. If u agree Android is a free platform, then UWP is a free platform plus security check. If y disagree MS, then u may also boycott Apple(OSX (MAC OX)/iOS) app. It is
    conflict to work for ios but not UWP.

    BTW IMO, if u agree Open will be good for human's future, then the decision may rely on Engine user but not the Engine provider. User may also have the right to decide go on UWP or not but not defined "doing close thing" by Epic.

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  • replied
    amazing. hopefully this comes to hololens

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  • replied
    Project Centeenial can only work on PC's Store. UWP can work on Win10M /Win10 / Xbox One (with Win10 Update, and u dont need to buy development machine) and even Win10 Iot.

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  • replied
    I cant compile the editor, i dont get any error with setub.bat or GenerateProjectFiles.bat, however while compile in visual studio I get these errors.
    Error LNK1181 no se puede abrir el archivo de entrada 'd3dx11.lib' ShaderCompileWorker D:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Intermediate\ProjectFiles\LINK 1
    Error Failed to produce item: D:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Binaries\Win64\ShaderCompileWorker-ShaderFormatD3D.dll ShaderCompileWorker D:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Intermediate\ProjectFiles\ERROR 1
    Error MSB3075 El comando "..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -waitmutex" ShaderCompileWorker C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 37
    Error LNK1181 no se puede abrir el archivo de entrada 'silk_common.lib' UE4 D:\MICROSOFT_UWP_UNREAL-release_uwp\Engine\Intermediate\ProjectFiles\LINK 1

    im compiling --> development editor --> win64 --> ue4

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  • replied
    Originally posted by PWDiv Apps View Post
    Except that having a forked version means it can also be compiled to run on ARM. Which is a major advantage, as it opens to the possibility of getting UE4 to run on non-desktop devices, like Windows 10 Mobile, Hololens, Surface Hub, Windows 10 IoT, etc...
    Cool, didn't think of that!

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  • replied
    Btw, I have a problem. When I run Setup.bat, I get the following error:
    Click image for larger version

Name:	failed.PNG
Views:	1
Size:	20.8 KB
ID:	1112732
    I'm slightly ****** off, because with the awful internet connection I have here, It's taken all day to download. Just to fail at 99%. Any solutions?

    EDIT: Moving everything to the C:/ root fixed it.
    Last edited by karmaecrivain94; 07-28-2016, 03:55 PM.

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  • replied
    Yeah, I meant Windows on ARM.

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  • replied
    having a forked version means it can also be compiled to run on ARM
    UE4 already runs on Android and iOS, so it already is compiled to run on ARM.
    Perhaps you're talking specifically about UWP-on-ARM? The main constraint there is UWP, not ARM.

    Separately, I actually agree with Tim -- it seems pretty clear that Microsoft's end goal is to try to create a closed store, similar to Google Play Store, for Windows apps, and thus extract a pound of flesh from each app developer.

    Leave a comment:


  • replied
    Originally posted by PWDiv Apps View Post
    Except that having a forked version means it can also be compiled to run on ARM. Which is a major advantage, as it opens to the possibility of getting UE4 to run on non-desktop devices, like Windows 10 Mobile, Hololens, Surface Hub, Windows 10 IoT, etc...
    Hololens actually has x86 processor architecture. But alas, UWP support magnifies the already great functionality of UE4 for cross platform development.

    I am currently developing for the Hololens, and my mentor and I are very excited to use Unreal instead of Unity.

    Cheers!

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  • replied
    I'm shocked

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  • replied
    wow wow wow amazing

    THANK YOU THANK YOU THANK YOU THANK MS

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